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	<updated>2026-05-15T18:10:55Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=360195</id>
		<title>Wizards</title>
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		<updated>2019-05-02T00:41:23Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Befuddling Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20 &#039;&#039;&#039;AC:&#039;&#039;&#039; 18 (Touch 13 Flatfooted 14) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +2 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +9, &#039;&#039;&#039;Disguise:&#039;&#039;&#039; +7, &#039;&#039;&#039;Escape Artist:&#039;&#039;&#039;: +6, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Ride:&#039;&#039;&#039;: +3, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +6, &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +6, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;Level 3:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--Six fire arrows&amp;lt;br&amp;gt;&lt;br /&gt;
--Ring of protection&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Advanced swim gear&amp;lt;br&amp;gt;&lt;br /&gt;
--Two flasks alchemical fire&amp;lt;br&amp;gt;&lt;br /&gt;
--900 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
12/23 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +2&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +3, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +3, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 2d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
2nd:Aid, Spiritual Weapon&lt;br /&gt;
Domain spell: shield of faith, Bless Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 15/15&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)&lt;br /&gt;
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12&lt;br /&gt;
: Knowledge (nobility) 2 ranks + 3 class = +5&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Features&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 3&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
: Skill Focus (Acrobatics)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)&lt;br /&gt;
: Appraise +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 7/7 daily)&lt;br /&gt;
: Spontaneous spell (1/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 2nd level (DC 16)&lt;br /&gt;
:* Invisibility&lt;br /&gt;
:* Flurry of Snowballs&lt;br /&gt;
:* Flurry of Snowballs (school slot)&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* Burning hands&lt;br /&gt;
:* Shield&lt;br /&gt;
:* Thunderstomp&lt;br /&gt;
:* Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039; (50 charges)&lt;br /&gt;
: Wand of &#039;&#039;scorching ray&#039;&#039; (XX charges)&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (3d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (3d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 3 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 3 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 3 hours)&lt;br /&gt;
:* &#039;&#039;Invisibility&#039;&#039; (Makes target invisible for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Flurry of Snowballs&#039;&#039; (30 ft burst 4d6 cold damage)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +2 (1 class + 1 Con)&lt;br /&gt;
: Reflex +5 (1 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 14/14 (6+3+2 class + 3 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=359133</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=359133"/>
		<updated>2019-04-21T19:54:53Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Befuddling Strike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20 &#039;&#039;&#039;AC:&#039;&#039;&#039; 18 (Touch 13 Flatfooted 14) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +2 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +9, &#039;&#039;&#039;Disguise:&#039;&#039;&#039; +7, &#039;&#039;&#039;Escape Artist:&#039;&#039;&#039;: +6, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Ride:&#039;&#039;&#039;: +3, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +6, &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +6, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;Level 3:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--Six fire arrows&amp;lt;br&amp;gt;&lt;br /&gt;
--Ring of protection&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Advanced swim gear&amp;lt;br&amp;gt;&lt;br /&gt;
--Two flasks alchemical fire&amp;lt;br&amp;gt;&lt;br /&gt;
--900 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, +1 (mending, mage hand, light)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
12/23 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +2&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +3, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +3, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 2d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 15/15&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)&lt;br /&gt;
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12&lt;br /&gt;
: Knowledge (nobility) 2 ranks + 3 class = +5&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Features&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 3&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
: Skill Focus (Acrobatics)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)&lt;br /&gt;
: Appraise +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 7/7 daily)&lt;br /&gt;
: Spontaneous spell (1/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 2nd level (DC 16)&lt;br /&gt;
:* Invisibility&lt;br /&gt;
:* Flurry of Snowballs&lt;br /&gt;
:* Flurry of Snowballs (school slot)&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* Burning hands&lt;br /&gt;
:* Shield&lt;br /&gt;
:* Thunderstomp&lt;br /&gt;
:* Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039; (50 charges)&lt;br /&gt;
: Wand of &#039;&#039;scorching ray&#039;&#039; (XX charges)&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (3d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (3d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 3 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 3 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 3 hours)&lt;br /&gt;
:* &#039;&#039;Invisibility&#039;&#039; (Makes target invisible for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Flurry of Snowballs&#039;&#039; (30 ft burst 4d6 cold damage)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +2 (1 class + 1 Con)&lt;br /&gt;
: Reflex +5 (1 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 14/14 (6+3+2 class + 3 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358749</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358749"/>
		<updated>2019-04-16T17:33:00Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Offensive Defense (add # of SA dice to AC on a melee sneak attack hit) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Offensive Defense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +2 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +9, &#039;&#039;&#039;Disguise:&#039;&#039;&#039; +7, &#039;&#039;&#039;Escape Artist:&#039;&#039;&#039;: +6, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Ride:&#039;&#039;&#039;: +3, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +6, &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +6, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +7, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;Level 3:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, +1 (mending, mage hand, light)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
12/23 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +2&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +3, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +3, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 2d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 15/15&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)&lt;br /&gt;
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)&lt;br /&gt;
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12&lt;br /&gt;
: Knowledge (nobility) 2 ranks + 3 class = +5&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Features&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 3&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
: Skill Focus (Acrobatics)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)&lt;br /&gt;
: Appraise +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +10 (3 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 7/7 daily)&lt;br /&gt;
: Spontaneous spell (1/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 2nd level (DC 16)&lt;br /&gt;
:* Invisibility&lt;br /&gt;
:* Flurry of Snowballs&lt;br /&gt;
:* Flurry of Snowballs (school slot)&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* Burning hands&lt;br /&gt;
:* Shield&lt;br /&gt;
:* Thunderstomp&lt;br /&gt;
:* Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039;&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (3d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (3d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 3 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 3 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 3 hours)&lt;br /&gt;
:* &#039;&#039;Invisibility&#039;&#039; (Makes target invisible for 3 minutes)&lt;br /&gt;
:* &#039;&#039;Flurry of Snowballs&#039;&#039; (30 ft burst 4d6 cold damage)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +2 (1 class + 1 Con)&lt;br /&gt;
: Reflex +5 (1 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 14/14 (6+3+2 class + 3 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358539</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=358539"/>
		<updated>2019-04-14T00:07:48Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest/recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/re-recruitment-pathfinder-guild-adventurers.842755/ Re-recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]&lt;br /&gt;
&lt;br /&gt;
== The Gravediggers ==&lt;br /&gt;
&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.&lt;br /&gt;
&lt;br /&gt;
=== Crew Money ===&lt;br /&gt;
&lt;br /&gt;
15,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Yuck, Scout ===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk&amp;lt;br/&amp;gt;&lt;br /&gt;
Darkvision 60’, +4 Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20, AC: 18, BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11) Magic dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease) , Will 0,  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6), Craft (Traps) 1:, Disable Device 2:7 (4), Handle Animal 0:1, Knowledge (Dungeoneering) 1:4, Perception 2:5 (7 vs underground hazards), Stealth 2:11 (8), Survival 2:6, Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dasten, Opener ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 3 (a Guild Opener)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 33 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves&#039; tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +10, Use Magic Device +7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fort: 4 | Ref: 7 | Will: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers), Offensive Defense (add # of SA dice to AC on a melee sneak attack hit) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.&lt;br /&gt;
Extra Rogue Talent (Offensive Defense)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, 10 ft Thrown 1d4+2) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+6, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+6, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+6, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Yona, Trickster ===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 20 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +2 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +9, &#039;&#039;&#039;Disguise:&#039;&#039;&#039; +7, &#039;&#039;&#039;Escape Artist:&#039;&#039;&#039;: +6, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Ride:&#039;&#039;&#039;: +3, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5, &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +6, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +8, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;Level 3:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, +1 (mending, mage hand, light)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Malkin, Deadman ===&lt;br /&gt;
&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
7/18 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +1&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +2, Will +7&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +1, 1d6; Mace of Disruption +1, 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Paladin (Warrior of the Holy Light) 3&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Flame-Touched (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: Seeker (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Extra Lay On Hands (use lay on hands two additional times per day)&lt;br /&gt;
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)&lt;br /&gt;
: (plus one more)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 3 ranks + 3 class + 4 Cha = +10&lt;br /&gt;
: Intimidate 3 ranks + 3 class + 4 Cha + 1 trait = +11&lt;br /&gt;
: Knowledge (religion) 3 ranks + 3 class = +6&lt;br /&gt;
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Aura of Courage (immune to fear, allies within 10ft gain +4 to saves against fear)&lt;br /&gt;
: Aura of Good (power 3)&lt;br /&gt;
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +3 damage (+6 on first attack against undead, dragons and outsiders), +4 AC)&lt;br /&gt;
: Divine Grace (+Cha on all saves)&lt;br /&gt;
: Divine Health (immune to disease)&lt;br /&gt;
: Lay on Hands (5+2/day, 1d6hp)&lt;br /&gt;
: Mercy (lay on hands also cures Fatigued)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Hooded arming robe&lt;br /&gt;
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 3 BAB + 2 Str = +5&lt;br /&gt;
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 3 BAB + 2 Dex = +5&lt;br /&gt;
:* sling +5, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 1 class + 2 Dex + 4 Cha = +7&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] + 3 Con = 24&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Leanna, Spark ===&lt;br /&gt;
&lt;br /&gt;
[[File:Leanna_Spark.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Chaotic Good&lt;br /&gt;
&lt;br /&gt;
Female Elf&lt;br /&gt;
&lt;br /&gt;
Wizard 2&lt;br /&gt;
&lt;br /&gt;
An elf with a magical talent shouldn&#039;t be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.&lt;br /&gt;
But Leanna never cared about politics, or fame, or family reputation... to much dismay of her family. So, when they finally realised she&#039;ll never make a good heir, her parents pretty much disowned her... oh, not officially, of course, that would be a scandal; officially, she had retired to one of the family&#039;s estates to pursuit scholarly abd artistic aspirations. In reality, however, she was gifted that estate under the condition that she&#039;ll never return to the capitol, and her family name will never be heard again in connection with her escapades. &lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 13 (+1) &lt;br /&gt;
: Dexterity 18 (+4) (16 base +2 race)&lt;br /&gt;
: Constitution 12 (+1) (14 base -2 race)&lt;br /&gt;
: Intelligence 19 (+4) (17 base +2 race)&lt;br /&gt;
: Wisdom 8 (-1)&lt;br /&gt;
: Charisma 15 (+2)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Reckless (Acrobatics +1 and class skill)&lt;br /&gt;
: Arcane Temper (+1 Concentration and Initiative)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Scribe Scroll&lt;br /&gt;
: Combat Casting (+4 Concentration when casting defensively or grappled)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait)&lt;br /&gt;
: Appraise +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)&lt;br /&gt;
: Perception +1 (- 1 Cha + 2 race)&lt;br /&gt;
: Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool)&lt;br /&gt;
: Spellcraft +9 (2 ranks + 3 class + 4 Int)&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Intense spells (+1 to evocation spells damage)&lt;br /&gt;
: Force missile (1d4+1 damage, 6/7 daily)&lt;br /&gt;
: Spontaneous spell (0/1 daily)&lt;br /&gt;
&lt;br /&gt;
; Wizard Spells Prepared&lt;br /&gt;
: 1st level (DC 15)&lt;br /&gt;
:* X Burning hands&lt;br /&gt;
:* X Shield&lt;br /&gt;
:* X Thunderstomp&lt;br /&gt;
:* X Shocking Grasp (school slot)&lt;br /&gt;
: Cantrips (DC 14)&lt;br /&gt;
:* Detect Poison&lt;br /&gt;
:* Daze&lt;br /&gt;
:* Detect Magic&lt;br /&gt;
:* Prestidigitation&lt;br /&gt;
:* Dancing Lights (school slot)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Masterwork rapier (bonded item)&lt;br /&gt;
: Bracers of Armor +2&lt;br /&gt;
: Dancer&#039;s Garb&lt;br /&gt;
: Wand of &#039;&#039;magic missile&#039;&#039;&lt;br /&gt;
: Potions&lt;br /&gt;
:* &#039;&#039;endure elements&#039;&#039;&lt;br /&gt;
: Scrolls&lt;br /&gt;
:* &#039;&#039;Vanish&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Disguise Self&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Comprehend Languages&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Grease&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Charm Person&#039;&#039;&lt;br /&gt;
: 1000 brightsilver&lt;br /&gt;
: Spellbook containing&lt;br /&gt;
:* All Wizard&#039;s cantrips&lt;br /&gt;
:* &#039;&#039;Burning Hands&#039;&#039; (2d4 fire damage in a 15-foot cone)&lt;br /&gt;
:* &#039;&#039;Color Spray&#039;&#039; (15 foot cone; conditions depending on HD)&lt;br /&gt;
:* &#039;&#039;Shield&#039;&#039; (+4 Shield AC and block magic Missile for 2 minutes)&lt;br /&gt;
:* &#039;&#039;Shocking Grasp&#039;&#039; (2d6 electricity damage on melee touch)&lt;br /&gt;
:* &#039;&#039;Snapdragon Fireworks&#039;&#039; (1d4 Fire and dazzle for 1 round at long range, 2 rounds)&lt;br /&gt;
:* &#039;&#039;Summon Monster I&#039;&#039; (Summon creature for 2 rounds)&lt;br /&gt;
:* &#039;&#039;Thunderstomp&#039;&#039; (Ranged trip attempt at +6 CMB)&lt;br /&gt;
:* &#039;&#039;Touch of Gracelessness&#039;&#039; (1d6+1 Dex damage on touch)&lt;br /&gt;
:* &#039;&#039;Unseen Servant&#039;&#039; (Summon servant for 2 hours)&lt;br /&gt;
: An estate (somewhere out there)&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +5 (4 Dex + 1 trait)&lt;br /&gt;
: BAB +1 CMB +2 CMD 16&lt;br /&gt;
:* Melee +3 mwk rapier 1d6+1 piercing (18-20/x2)&lt;br /&gt;
:* Ranged spells +5&lt;br /&gt;
&lt;br /&gt;
: Armor Class 16 (+ 4 Dex + 2 armor)&lt;br /&gt;
:* flatfooted 12, touch 14&lt;br /&gt;
: Fortitude +1 (0 class + 1 Con)&lt;br /&gt;
: Reflex +4 (0 class + 4 Dex)&lt;br /&gt;
: Will +2 (3 class - 1 Wis)&lt;br /&gt;
: HP 11/11 (6+3 class + 2 Con)&lt;br /&gt;
&lt;br /&gt;
== Story So Far ==&lt;br /&gt;
&lt;br /&gt;
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&lt;br /&gt;
&lt;br /&gt;
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who&#039;s screwed up, as he&#039;s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&lt;br /&gt;
&lt;br /&gt;
The party attacked the necromancer&#039;s castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== The Realm ===&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png|right]]&lt;br /&gt;
&lt;br /&gt;
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world&#039;s wilds.&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
=== The Colour Bands ===&lt;br /&gt;
&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
=== Religions of the Conquest ===&lt;br /&gt;
&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
=== The Magnificent Library ===&lt;br /&gt;
&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
=== Guild Axe ===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
== Guild Party Roles ==&lt;br /&gt;
&lt;br /&gt;
=== Typical Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Metal&#039;, a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&lt;br /&gt;
&lt;br /&gt;
&#039;Opener&#039;, a rogue with the usual abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;Deadman&#039;, an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&lt;br /&gt;
&lt;br /&gt;
&#039;Sparky&#039;, a hedge wizard (non-upper caste) or sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;Scout&#039;, a ranger.&lt;br /&gt;
&lt;br /&gt;
&#039;Berserk&#039;, a Tusk barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;Trickster&#039;, a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.&lt;br /&gt;
&lt;br /&gt;
=== Wizard/Champion Roles ===&lt;br /&gt;
&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.&lt;br /&gt;
&lt;br /&gt;
&#039;Prentice&#039;, a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;Squire&#039;, a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&lt;br /&gt;
&lt;br /&gt;
=== Seven Angels Roles ===&lt;br /&gt;
&lt;br /&gt;
&#039;Chaplain&#039;, an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as &#039;deadman&#039; above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or &#039;Tusk&#039; (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |250px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Morbius.jpg|right |250px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Estate Management ==&lt;br /&gt;
&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.&lt;br /&gt;
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.&lt;br /&gt;
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.&lt;br /&gt;
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.&lt;br /&gt;
&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://mikeschley.com/isometric-cutaway-maps A cutaway map of the Keep]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=355898</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=355898"/>
		<updated>2019-03-14T16:25:35Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Estate Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Gravediggers==&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. &lt;br /&gt;
&lt;br /&gt;
==Guild Party Roles==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Metal’: a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&amp;lt;br/&amp;gt;&lt;br /&gt;
An ‘Opener’; a rogue with the usual abilities&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Deadman’ : an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Sparky’; hedge wizard (non-upper caste) or sorcerer&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Scout’: ranger&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Berserk’: Tusk barbarian&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Trickster’: bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance .&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard/ Champion roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. &amp;lt;br/&amp;gt; &lt;br /&gt;
A ‘Prentice’ : a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Squire’: a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Angels roles:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A &#039;Chaplain’: an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as ‘deadman’ above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or ‘Tusk’ (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Sneak)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+5, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
18 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +1&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +2, Will +7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +1, 1d6; Masterwork Mace +2, 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Paladin (Warrior of the Holy Light) 2&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Flame-Touched (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: Seeker (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Extra Lay On Hands (use lay on hands two additional times per day)&lt;br /&gt;
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 2 ranks + 3 class + 4 Cha = +9&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait = +10&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 2 ranks + 3 class + 1 Wis + 1 trait = +7&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Aura of Good (power 2)&lt;br /&gt;
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +2 damage (+4 against undead))&lt;br /&gt;
: Divine Grace (Cha bonus on all saves)&lt;br /&gt;
: Lay on Hands (7/day, 1d6hp)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Wooden shield +1 (AC +2, penalty -1, 15lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, +2 flaming burst heavy mace (1d8+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Backpack (blanket, candles, flint and steel, holy book of the Seven Angels, needle and yarn, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 2 BAB + 2 Str = +4&lt;br /&gt;
:* mace +6, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 2 BAB + 2 Dex = +4&lt;br /&gt;
:* sling +4, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 0 class + 2 Dex + 4 Cha = +6&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + 2 Con = 21&lt;br /&gt;
&lt;br /&gt;
===Crew Money===&lt;br /&gt;
15, 500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===The Colour Bands===&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
===The Magnificent Library===&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels  Necromancers’ can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Axe===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either  Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |300px]]  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to changes to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Morbius.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to changes to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estate Management==&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
*village government: 3d6*100 bs/year [gifts from peasants who are otherwise left on their own, Ben Shapiro style]&lt;br /&gt;
*absentee landlord: (2d6-7) *1,000 bs/year. [peasants are placed under their old obligations, no real services provided; land must be made mostly safe]&lt;br /&gt;
*stewardship: (4d6-7) *1,000 bs/year. [old obligations; capable steward in place, 1,000/yr spent on services; land completely safe]&lt;br /&gt;
*benevolent governance- (5d6-7) *1,000 bs/year.[ lighter than old obligations; v capable lord or steward in place, 7,000/yr spent on services; note that returns are diminishing ]&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do take it, I would reinstate the old labour tax, or money in lieu, so that the estate is self-sustaining, maybe even profitable. But show some good of your presence as soon as you can. Kill the odd ogre-helps to keep folks happy. And we halflings do like a nice festival, just a tip.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=355897</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=355897"/>
		<updated>2019-03-14T16:24:51Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Estate Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Gravediggers==&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. &lt;br /&gt;
&lt;br /&gt;
==Guild Party Roles==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Metal’: a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&amp;lt;br/&amp;gt;&lt;br /&gt;
An ‘Opener’; a rogue with the usual abilities&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Deadman’ : an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Sparky’; hedge wizard (non-upper caste) or sorcerer&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Scout’: ranger&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Berserk’: Tusk barbarian&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Trickster’: bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance .&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard/ Champion roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. &amp;lt;br/&amp;gt; &lt;br /&gt;
A ‘Prentice’ : a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Squire’: a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Angels roles:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A &#039;Chaplain’: an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as ‘deadman’ above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or ‘Tusk’ (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
1 gp&amp;lt;br&amp;gt;&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Sneak)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+5, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&lt;br /&gt;
[[file:Ending-card.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039; A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. &lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7, &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4, &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8, &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7, &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7, &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat), &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7, &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5, &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6, &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6, &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
18 hps&amp;lt;br&amp;gt;&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&amp;lt;br&amp;gt;&lt;br /&gt;
Base Attack Bonus +1&amp;lt;br&amp;gt;&lt;br /&gt;
Saves: Fort +4, Ref +2, Will +7&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Melee: shortspear +1, 1d6; Masterwork Mace +2, 1d8&amp;lt;br&amp;gt;&lt;br /&gt;
Ranged: light crossbow +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Aura, Channel Energy 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Domains: Glory, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&amp;lt;br&amp;gt;&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Domain spell: shield of faith&amp;lt;br&amp;gt;&lt;br /&gt;
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)&amp;lt;br&amp;gt;&lt;br /&gt;
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent: 10/10&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class&lt;br /&gt;
&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment: Habit of Protection (+4 Wis bonus), Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
* has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
* Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Sun Domain&amp;lt;br&amp;gt;&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light&amp;lt;br&amp;gt;&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Alita Blackwood, Squire ===&lt;br /&gt;
[[File:Vestal_blonde_recolor.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Lawful Good&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Paladin (Warrior of the Holy Light) 2&lt;br /&gt;
&lt;br /&gt;
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita&#039;s mother was sir Numinos&#039;s sister, so when she heard a guild band was going to take back her uncle&#039;s old keep she couldn&#039;t very well &#039;&#039;not&#039;&#039; get involved...&lt;br /&gt;
&lt;br /&gt;
; Abilities&lt;br /&gt;
: Strength 15 (+2)&lt;br /&gt;
: Dexterity 15 (+2)&lt;br /&gt;
: Constitution 13 (+1)&lt;br /&gt;
: Intelligence 10 (0)&lt;br /&gt;
: Wisdom 13 (+1)&lt;br /&gt;
: Charisma 18 (+4)&lt;br /&gt;
&lt;br /&gt;
; Traits&lt;br /&gt;
: Flame-Touched (DR 1/- against fire type creatures and attacks)&lt;br /&gt;
: Seeker (+1 on Perception checks, Perception is a class skill)&lt;br /&gt;
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)&lt;br /&gt;
&lt;br /&gt;
; Drawbacks&lt;br /&gt;
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)&lt;br /&gt;
&lt;br /&gt;
; Feats&lt;br /&gt;
: Extra Lay On Hands (use lay on hands two additional times per day)&lt;br /&gt;
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
: Diplomacy 2 ranks + 3 class + 4 Cha = +9&lt;br /&gt;
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait = +10&lt;br /&gt;
: Knowledge (religion) 2 ranks + 3 class = +5&lt;br /&gt;
: Perception 2 ranks + 3 class + 1 Wis + 1 trait = +7&lt;br /&gt;
&lt;br /&gt;
; Class Abilities&lt;br /&gt;
: Aura of Good (power 2)&lt;br /&gt;
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)&lt;br /&gt;
: Smite Evil (1/day, +4 attack, +2 damage (+4 against undead))&lt;br /&gt;
: Divine Grace (Cha bonus on all saves)&lt;br /&gt;
: Lay on Hands (7/day, 1d6hp)&lt;br /&gt;
&lt;br /&gt;
; Gear&lt;br /&gt;
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)&lt;br /&gt;
: Wooden shield +1 (AC +2, penalty -1, 15lbs.)&lt;br /&gt;
: &amp;quot;Firestar&amp;quot;, +2 flaming burst heavy mace (1d8+2, x2+1d10, Bashing, 8lbs.)&lt;br /&gt;
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)&lt;br /&gt;
: Backpack (blanket, candles, flint and steel, holy book of the Seven Angels, needle and yarn, waterskin)&lt;br /&gt;
: ~100 brightsilver&lt;br /&gt;
&lt;br /&gt;
; Combat&lt;br /&gt;
: Initiative +2&lt;br /&gt;
: Melee attack 2 BAB + 2 Str = +4&lt;br /&gt;
:* mace +6, 1d8+1d6+4, x2+1d10, Bashing&lt;br /&gt;
: Ranged attack 2 BAB + 2 Dex = +4&lt;br /&gt;
:* sling +4, 1d4+2, x2, Bashing&lt;br /&gt;
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20&lt;br /&gt;
:* flatfooted AC 10 base + 6 armor + 2 shield = 18&lt;br /&gt;
:* touch AC 10 base + 2 dex = 12&lt;br /&gt;
: Fortitude save 3 class + 1 Con + 4 Cha = +8&lt;br /&gt;
: Reflex save 0 class + 2 Dex + 4 Cha = +6&lt;br /&gt;
: Will save 3 class + 1 Wis + 4 Cha = +8&lt;br /&gt;
: HP 10 + [https://orokos.com/roll/710652 1d10] + 2 Con = 21&lt;br /&gt;
&lt;br /&gt;
===Crew Money===&lt;br /&gt;
15, 500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===The Colour Bands===&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
===The Magnificent Library===&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels  Necromancers’ can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Axe===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either  Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]       &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Methrammar.jpg|right |300px]]  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ CHAMPION PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Page || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Squire  || often attached to a Knighted Champion, performs vigil to become knighted&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Champion Knight Errant  || May spend time wandering on horse or foot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Order of the Clouds  ||  flying Eagle Boat fighter&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Order of the Silver Dragon || Flying Eagle Boat Officer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Order of the  Angels  || Palace Commander; XP Advancement switches to changes to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Paladin  || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Morbius.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ WIZARD PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Junior Apprentice || &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Senior Apprentice  || often a helpmate of a more senior Wizard&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Wizard, First to Sixth Degrees  || May undertake a  travelling, journeyman period &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard , Seventh Degree  ||  May serve on flying boats as a battle caster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| High Wizard || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Grand High Wizard  || Sits on the Grand Council; XP Advancement switches to changes to &#039;slow&#039; hereafter but further advancement is possible due to elven longevity &lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Arch-Wizard || Long-lived elves only tend to attain this or higher levels &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estate Management==&lt;br /&gt;
Income from the estate depends on the level of management/investment:&lt;br /&gt;
*village government: 3d6*100 bs/year [gifts from peasants who are otherwise left on their own, Ben Shapiro style]&lt;br /&gt;
*absentee landlord: (2d6-7) *1,000 bs/year. [peasants are placed under their old obligations, no real services provided; land must be made mostly safe]&lt;br /&gt;
*stewardship: (4d6-7) *1,000 bs/year. [old obligations; capable steward in place, 1,000/yr spent on services; land completely safe]&lt;br /&gt;
*benevolent governance- (5d6-7) *1,000 bs/year.[ lighter than old obligations; v capable lord or steward in place, 7,000/yr spent on services; note that returns are diminishing ]&lt;br /&gt;
GM&#039;ll allow a re-roll each year if there is a halfling steward in place with a twee name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GreenStarMap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are anxious to have an incumbent installed. The village of Crossriver is attached, halflings and humans, unusually. It&#039;s here, at number #4 in the SW of the estate. And a smaller halfling hamlet at #2, here, by the pond there. As much as they may have enjoyed not doing Manor Service - 60 days&#039; work a year was the old tax- they will be finding it hard without protection in these wild times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure what the other numbers refer to...in fact there are quite a lot of notes missing...very odd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This map shows the keep. A fine Great Hall, I think you&#039;ll agree. And very safe on that little island. Now I understand that 15 thousand brightsilvers is a lot of coin for a young group of Guilders such as yourself. So we won&#039;t ask for the money now. Take a month or so to look around. Any loot or treasure recovered has a 20% Wizards tax on it, since you will not be under Guild licence. Please remember that the Wizards do like to scry concerning matters of silver.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=355220</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=355220"/>
		<updated>2019-03-09T17:05:23Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, [[Precia of Torino]], came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, [[Lindy Verdi]], made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should create her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining Caro, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope the covenfolk stop mocking him for his accent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Dependent (Carolina) (major)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto (major)&lt;br /&gt;
Low Self-Esteem (no Confidence) (major)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
[3x5 xp unspent]&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=355219</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=355219"/>
		<updated>2019-03-09T16:59:18Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Personality and Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, Precia of Torino, came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, Lindy Verdi, made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should create her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining Caro, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope the covenfolk stop mocking him for his accent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Dependent (Carolina) (major)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto (major)&lt;br /&gt;
Low Self-Esteem (no Confidence) (major)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
[3x5 xp unspent]&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=355218</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=355218"/>
		<updated>2019-03-09T16:58:49Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Personality and Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, Precia of Torino, came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, Lindy Verdi, made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should create her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining her, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope the covenfolk stop mocking him for his accent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Dependent (Carolina) (major)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto (major)&lt;br /&gt;
Low Self-Esteem (no Confidence) (major)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
[3x5 xp unspent]&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354824</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354824"/>
		<updated>2019-03-05T16:16:52Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Gravediggers==&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. &lt;br /&gt;
&lt;br /&gt;
==Guild Party Roles==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Metal’: a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&amp;lt;br/&amp;gt;&lt;br /&gt;
An ‘Opener’; a rogue with the usual abilities&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Deadman’ : an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Sparky’; hedge wizard (non-upper caste) or sorcerer&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Scout’: ranger&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Berserk’: Tusk barbarian&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Trickster’: bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance .&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard/ Champion roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. &amp;lt;br/&amp;gt; &lt;br /&gt;
A ‘Prentice’ : a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Squire’: a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Angels roles:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A &#039;Chaplain’: an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as ‘deadman’ above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or ‘Tusk’ (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Sneak)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+5, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--One potion of flying&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 brightsilver&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
18 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
Saves: Fort +4 Ref +2 Will +7&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +1; 1d6 Masterwork Mace +2; 1d8&lt;br /&gt;
Ranged: light crossbow: +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:10/10&lt;br /&gt;
[Diplomacy 8: 2 ranks + 3 Cha + 3 class]&lt;br /&gt;
[Heal 9 : 2 ranks + Wis + 4 class + 3]&lt;br /&gt;
[Knowledge (Religion) 6 : +2 ranks + 1 Int + 3 class]&lt;br /&gt;
[Sense Motive 9: + 2 ranks + 4 Wis + 3 class]&lt;br /&gt;
[Perception 9 :+1 rank +1 trait + 4 Wis +3 class]&lt;br /&gt;
[Spellcraft  5 :+1 rank +1 Int +3 class]&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
*Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
===Crew Money===&lt;br /&gt;
23,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===The Colour Bands===&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
===The Magnificent Library===&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels  Necromancers’ can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Axe===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either  Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354717</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=354717"/>
		<updated>2019-03-03T23:41:45Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Gravediggers==&lt;br /&gt;
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. &lt;br /&gt;
&lt;br /&gt;
==Guild Party Roles==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Metal’: a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.&amp;lt;br/&amp;gt;&lt;br /&gt;
An ‘Opener’; a rogue with the usual abilities&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Deadman’ : an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Sparky’; hedge wizard (non-upper caste) or sorcerer&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Scout’: ranger&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Berserk’: Tusk barbarian&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Trickster’: bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance .&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard/ Champion roles:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. &amp;lt;br/&amp;gt; &lt;br /&gt;
A ‘Prentice’ : a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
A ‘Squire’: a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Angels roles:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A &#039;Chaplain’: an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as ‘deadman’ above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard Adventurer races are human, halfling, dwarf or ‘Tusk’ (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2 (a Sneak)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 19 (Touch AC: 15) (Flatfooted: 14) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) &amp;lt;br/&amp;gt;&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft) &amp;lt;br/&amp;gt;&lt;br /&gt;
Light mace x2 (+5, 1d6, x2, B, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light) &amp;lt;br/&amp;gt;&lt;br /&gt;
Mithral Chain Shirt (+4 AC | Max +6 DEX) &amp;lt;br/&amp;gt;&lt;br /&gt;
Oil of keen edge (12 uses on a dagger)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow +2&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--1000 + share of 23,000 haul brightsilver&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
18 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Base Attack Bonus +1&lt;br /&gt;
Saves: Fort +4 Ref +2 Will +7&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +1; 1d6 Masterwork Mace +2; 1d8&lt;br /&gt;
Ranged: light crossbow: +2, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 8 Level 1: 6+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:10/10&lt;br /&gt;
[Diplomacy 8: 2 ranks + 3 Cha + 3 class]&lt;br /&gt;
[Heal 9 : 2 ranks + Wis + 4 class + 3]&lt;br /&gt;
[Knowledge (Religion) 6 : +2 ranks + 1 Int + 3 class]&lt;br /&gt;
[Sense Motive 9: + 2 ranks + 4 Wis + 3 class]&lt;br /&gt;
[Perception 9 :+1 rank +1 trait + 4 Wis +3 class]&lt;br /&gt;
[Spellcraft  5 :+1 rank +1 Int +3 class]&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop)&lt;br /&gt;
*Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed.&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
===Crew Money===&lt;br /&gt;
23,500 brightsilvers&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===The Colour Bands===&lt;br /&gt;
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;br /&gt;
&lt;br /&gt;
===The Magnificent Library===&lt;br /&gt;
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels  Necromancers’ can enter to consult their most treasured and mighty grimoires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Axe===&lt;br /&gt;
&lt;br /&gt;
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either  Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers&#039; Metal, Frost, has expertise in such a weapon.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
As in older versions of D&amp;amp;D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power.&lt;br /&gt;
&lt;br /&gt;
[[File:Elena_di_Gorizia.jpg |right |170px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ METAL PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Rook || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Swinger || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Axe || Undertakes Guild training; recognised by any Guild band&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Champion||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Destroyer || Often poached at this level by Colour bands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Axe Saint || Famous/notorious even among Yeoman class peasantry&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Bastian Dargan.jpg|right |150px]]     &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ OPENER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Punk || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Sneak|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Opener || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Assassin||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Shadow || &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 [[File:Heleno.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SCOUT PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Dude || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Guide|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Scout || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Master Tracker||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Ranger || Joins a distinctive lodge-carries out elite initiation with other Scouts&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Green (or Delver) King || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Garro_Marcado.jpg|right |300px]]   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ DEADMAN PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Novice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Mumbler|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Deadman || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Exorcist||  Many Deadmen of this rank are invited to join the Angel church&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;Bishop&#039; || A fatuous title since the Deadman operating at this level has turned down offers of ordination; often they are hard-bitten bounty hunters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| &#039;Cardinal&#039; || &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Liahana_Rhys.jpg |right |400px]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ SPARKY PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Apprentice || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Lantern|| So -called as they tend to be most useful in functional magic (like light spells)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Sparky || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Wizard/ Wiz||  &#039;Wiz&#039; in non-Guild company as ruling class Wizards find the association insulting&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Arch-Wiz||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rittangal.jpg|right |200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ BERSERK PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Kwop (&#039;Lad&#039;) || May lose this &#039;newb&#039; title even during L1 &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Crazy|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Berserk || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Zog-Tak  ||  (&#039;Ogre Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|  Zog-Ka||  (&#039;Giant Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Zog Zog|| (&#039;All Slayer&#039; in Tusk)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Trazidun_Dente_de_Ouro.jpg|right |400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left; width: 550px; height: 200px;&amp;quot;&lt;br /&gt;
|+ TRICKSTER PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Guild Title&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Busker || Main perceived function at lowest levels is to create goodwill among populations&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Minstrel|| &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Guild Trickster || Undertakes Guild training; recognised by any Guild band; may receive special items &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Troubador||  &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Bard||   Can become embroiled in Champion/ Wizard court matters, especially if elven-blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|  Wonder Worker ||  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353133</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353133"/>
		<updated>2019-02-18T22:44:53Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch AC: 15) (Flatfooted: 12) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning)&lt;br /&gt;
Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light)&lt;br /&gt;
Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light)&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft)&lt;br /&gt;
Light mace (+5, 1d6, x2, B, Light)&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light)&lt;br /&gt;
Leather Armor (+2 AC | Max +6 DEX)&lt;br /&gt;
Shortsword x2 (+5, 1d6, 19-20/x2, P, Light)&lt;br /&gt;
Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tusk, Elven troubadour &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Mithral chain shirt&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--128 brightsilver&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
9 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Saves: Fort +3 Ref +2 Will +6&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +0; 1d6&lt;br /&gt;
Ranged: light crossbow: +1, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 7 Level 1: 5+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:4/4&lt;br /&gt;
[Diplomacy 6: 1 ranks + 3 Cha + 3 class&lt;br /&gt;
[Heal 8 : 1 ranks + Wis + 4 class + 3&lt;br /&gt;
[Knowledge (Religion) 5 : +1 ranks + 1 Int + 3 class&lt;br /&gt;
[Sense Motive 8: + 1 ranks + 4 Wis + 3 class&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353014</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353014"/>
		<updated>2019-02-17T22:31:45Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch AC: 15) (Flatfooted: 12) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning)&lt;br /&gt;
Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light)&lt;br /&gt;
Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light)&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft)&lt;br /&gt;
Light mace (+5, 1d6, x2, B, Light)&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light)&lt;br /&gt;
Leather Armor (+2 AC | Max +6 DEX)&lt;br /&gt;
Shortsword x2 (+5, 1d6, 19-20/x2, P, Light)&lt;br /&gt;
Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
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===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
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Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
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Siblings: maybe&lt;br /&gt;
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Love interest: no&lt;br /&gt;
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Languages: Common, +2 unspecified&lt;br /&gt;
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&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
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Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
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&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Studded leather&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--128 brightsilver&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
9 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Saves: Fort +3 Ref +2 Will +6&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +0; 1d6&lt;br /&gt;
Ranged: light crossbow: +1, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 7 Level 1: 5+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
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Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:4/4&lt;br /&gt;
[Diplomacy 6: 1 ranks + 3 Cha + 3 class&lt;br /&gt;
[Heal 8 : 1 ranks + Wis + 4 class + 3&lt;br /&gt;
[Knowledge (Religion) 5 : +1 ranks + 1 Int + 3 class&lt;br /&gt;
[Sense Motive 8: + 1 ranks + 4 Wis + 3 class&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
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[[File:WizardsRealm.png]]&lt;br /&gt;
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“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
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The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
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==Lore== &lt;br /&gt;
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&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353013</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353013"/>
		<updated>2019-02-17T22:28:23Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch AC: 15) (Flatfooted: 12) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning)&lt;br /&gt;
Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light)&lt;br /&gt;
Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light)&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft)&lt;br /&gt;
Light mace (+5, 1d6, x2, B, Light)&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light)&lt;br /&gt;
Leather Armor (+2 AC | Max +6 DEX)&lt;br /&gt;
Shortsword x2 (+5, 1d6, 19-20/x2, P, Light)&lt;br /&gt;
Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Studded leather&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image, Cure light wounds, Auditory Hallucination &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
9 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Saves: Fort +3 Ref +2 Will +6&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +0; 1d6&lt;br /&gt;
Ranged: light crossbow: +1, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 7 Level 1: 5+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:4/4&lt;br /&gt;
[Diplomacy 6: 1 ranks + 3 Cha + 3 class&lt;br /&gt;
[Heal 8 : 1 ranks + Wis + 4 class + 3&lt;br /&gt;
[Knowledge (Religion) 5 : +1 ranks + 1 Int + 3 class&lt;br /&gt;
[Sense Motive 8: + 1 ranks + 4 Wis + 3 class&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353010</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353010"/>
		<updated>2019-02-17T22:21:36Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch AC: 15) (Flatfooted: 12) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning)&lt;br /&gt;
Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light)&lt;br /&gt;
Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light)&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft)&lt;br /&gt;
Light mace (+5, 1d6, x2, B, Light)&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light)&lt;br /&gt;
Leather Armor (+2 AC | Max +6 DEX)&lt;br /&gt;
Shortsword x2 (+5, 1d6, 19-20/x2, P, Light)&lt;br /&gt;
Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
--Longsword&amp;lt;br&amp;gt;&lt;br /&gt;
--Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
--Studded leather&amp;lt;br&amp;gt;&lt;br /&gt;
--Buckler&amp;lt;br&amp;gt;&lt;br /&gt;
--Bard&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
--Entertainer&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
--Traveler&#039;s outfit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message Prestidigation Dancing Lights Ghost Sound Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image Cure light wounds Summon monster I &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
9 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Saves: Fort +3 Ref +2 Will +6&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +0; 1d6&lt;br /&gt;
Ranged: light crossbow: +1, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 7 Level 1: 5+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:4/4&lt;br /&gt;
[Diplomacy 6: 1 ranks + 3 Cha + 3 class&lt;br /&gt;
[Heal 8 : 1 ranks + Wis + 4 class + 3&lt;br /&gt;
[Knowledge (Religion) 5 : +1 ranks + 1 Int + 3 class&lt;br /&gt;
[Sense Motive 8: + 1 ranks + 4 Wis + 3 class&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353009</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353009"/>
		<updated>2019-02-17T22:20:26Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch AC: 15) (Flatfooted: 12) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning)&lt;br /&gt;
Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light)&lt;br /&gt;
Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light)&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft)&lt;br /&gt;
Light mace (+5, 1d6, x2, B, Light)&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light)&lt;br /&gt;
Leather Armor (+2 AC | Max +6 DEX)&lt;br /&gt;
Shortsword x2 (+5, 1d6, 19-20/x2, P, Light)&lt;br /&gt;
Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
--Shortbow&lt;br /&gt;
--Longsword&lt;br /&gt;
--Dagger&lt;br /&gt;
--Studded leather&lt;br /&gt;
--Buckler&lt;br /&gt;
--Bard&#039;s kit&lt;br /&gt;
--Entertainer&#039;s outfit&lt;br /&gt;
--Traveler&#039;s outfit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message Prestidigation Dancing Lights Ghost Sound Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image Cure light wounds Summon monster I &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
9 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Saves: Fort +3 Ref +2 Will +6&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +0; 1d6&lt;br /&gt;
Ranged: light crossbow: +1, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 7 Level 1: 5+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:4/4&lt;br /&gt;
[Diplomacy 6: 1 ranks + 3 Cha + 3 class&lt;br /&gt;
[Heal 8 : 1 ranks + Wis + 4 class + 3&lt;br /&gt;
[Knowledge (Religion) 5 : +1 ranks + 1 Int + 3 class&lt;br /&gt;
[Sense Motive 8: + 1 ranks + 4 Wis + 3 class&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353008</id>
		<title>Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wizards&amp;diff=353008"/>
		<updated>2019-02-17T22:19:30Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Yona, Trickster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characters==&lt;br /&gt;
===Yuck, Scout===&lt;br /&gt;
&#039;&#039;&#039;Moyuk “Yuck” Hobgoblin “Scout”&#039;&#039;&#039;: Ranger (Dungeon Rover) 2  N &amp;lt;br/&amp;gt;&lt;br /&gt;
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -&amp;gt; 12 &amp;lt;br/&amp;gt;&lt;br /&gt;
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8  &amp;lt;br/&amp;gt;&lt;br /&gt;
Languages: Common, Tusk Darkvision 60’ +4 Stealth &amp;lt;br/&amp;gt;&lt;br /&gt;
HP: 20/20 AC: 18 BAB: +2 (Cleave) &amp;lt;br/&amp;gt;&lt;br /&gt;
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic  Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4&amp;lt;br/&amp;gt;&lt;br /&gt;
Fort 5 (6 vs disease)  Will 0  Ref 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Skills: 7/lvl Climb 2:9 (6)  Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) &amp;lt;br/&amp;gt;&lt;br /&gt;
Feat: Power Attack -1 to hit, +2/+3 damage&amp;lt;br/&amp;gt;&lt;br /&gt;
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Trailblazer&#039;&#039;&#039; - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait: Animalistic Affliction&#039;&#039;&#039; - You gain a +1 trait bonus on Handle Animal and wild empathy checks&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stone Scouting (Ex)&#039;&#039;&#039; A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Enemy (Ex)&#039;&#039;&#039;: Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vermin Affinity(Ex)&#039;&#039;&#039; +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;1 gp&lt;br /&gt;
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? &amp;lt;br/&amp;gt;&lt;br /&gt;
- a posey of sweet smelling fruits&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dasten, Opener===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dasten, TN Male Human Rogue&#039;&#039;&#039; (Unchained) 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max HP:&#039;&#039;&#039; 21 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17 (Touch AC: 15) (Flatfooted: 12) | &#039;&#039;&#039;Initiative:&#039;&#039;&#039; +6 &amp;lt;br/&amp;gt;&lt;br /&gt;
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 8 + INT (2) + 1 (Skilled) / level = 11/level &amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves&#039; tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket&#039;s outfit), Stealth +9, Use Magic Device +6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort: 3 | Ref: 7 | Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Traits:&#039;&#039;&#039; Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) &amp;lt;br/&amp;gt;&lt;br /&gt;
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) &amp;lt;br/&amp;gt;&lt;br /&gt;
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) &amp;lt;br/&amp;gt;&lt;br /&gt;
Rogue Talents: Weapon Training (Daggers) &amp;lt;br/&amp;gt;&lt;br /&gt;
Other Proficiencies &amp;amp; Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
--Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6&amp;lt;br/&amp;gt;&lt;br /&gt;
--Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. &amp;lt;br/&amp;gt;&lt;br /&gt;
--Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning)&lt;br /&gt;
Dagger +1 x6 (+7, 1d4+1, 19-20/x2, S or P, Light)&lt;br /&gt;
Dagger (m) x5 (+7, 1d4, 19-20/x2, S or P, Light)&lt;br /&gt;
Shortbow (+5, 1d6, x3, P, 60ft)&lt;br /&gt;
Light mace (+5, 1d6, x2, B, Light)&lt;br /&gt;
Sap x2 (+5, 1d6, x2, B, nonlethal, light)&lt;br /&gt;
Leather Armor (+2 AC | Max +6 DEX)&lt;br /&gt;
Shortsword x2 (+5, 1d6, 19-20/x2, P, Light)&lt;br /&gt;
Dagger x2 (+6, 1d4, 19-20/x2, S or P, Light) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves&#039; tools. He wears a pickpocket&#039;s outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039; Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn&#039;t going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, &amp;quot;loyalty&amp;quot; is not quite the right way to put the relationship between him and the guild. Rather, he&#039;s never even considered that there might be more to life than completing jobs for the family, so to speak, and &amp;quot;appropriating&amp;quot; certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer&#039;s worst sorts, the kind who didn&#039;t give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn&#039;t heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he&#039;s down to his last coin since he&#039;s been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.&lt;br /&gt;
&lt;br /&gt;
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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===Yona, Trickster===&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona , Slayer Trickster &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&lt;br /&gt;
A tricksy survivor of the Last Men Standing, a generalist &#039;Slayer&#039; band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer&#039;s castle, they were killed or captured by the necromancer&#039;s tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk&#039;s village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &#039;&#039;&#039;Strength&#039;&#039;&#039; 10 &#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1  &#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2  &#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1   &#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1  &#039;&#039;&#039;CMB:&#039;&#039;&#039; +1 &#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1 &#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039; &#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills with ranks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
Shortbow&lt;br /&gt;
Longsword&lt;br /&gt;
Dagger&lt;br /&gt;
Studded leather&lt;br /&gt;
Buckler&lt;br /&gt;
Bard&#039;s kit&lt;br /&gt;
Entertainer&#039;s outfit&lt;br /&gt;
Traveler&#039;s outfit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message Prestidigation Dancing Lights Ghost Sound Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image Cure light wounds Summon monster I &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malkin, Deadman===&lt;br /&gt;
Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
9 hps&lt;br /&gt;
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1&lt;br /&gt;
Saves: Fort +3 Ref +2 Will +6&lt;br /&gt;
&lt;br /&gt;
Melee shortspear: +0; 1d6&lt;br /&gt;
Ranged: light crossbow: +1, 1d6&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Angelic&lt;br /&gt;
&lt;br /&gt;
Special: Aura, Channel Energy 1d6&lt;br /&gt;
Domains: Glory, Sun&lt;br /&gt;
Spells : Level 0 (Orisons): 7 Level 1: 5+1&lt;br /&gt;
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil&lt;br /&gt;
Domain spell: shield of faith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats(2):&lt;br /&gt;
Turn Undead (DC14)&lt;br /&gt;
Blazing Channel (undead failing turn save are on fire)&lt;br /&gt;
Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection)&lt;br /&gt;
&lt;br /&gt;
Skills Ranks Spent:4/4&lt;br /&gt;
[Diplomacy 6: 1 ranks + 3 Cha + 3 class&lt;br /&gt;
[Heal 8 : 1 ranks + Wis + 4 class + 3&lt;br /&gt;
[Knowledge (Religion) 5 : +1 ranks + 1 Int + 3 class&lt;br /&gt;
[Sense Motive 8: + 1 ranks + 4 Wis + 3 class&lt;br /&gt;
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
Habit of Protection (+4 Wis bonus)&lt;br /&gt;
Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts&lt;br /&gt;
Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil.&lt;br /&gt;
*has holy water, candles, holy symbols etc for cleric activities&lt;br /&gt;
&lt;br /&gt;
Glory Domain&lt;br /&gt;
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light,&lt;br /&gt;
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sun Domain&lt;br /&gt;
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light,&lt;br /&gt;
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.&lt;br /&gt;
&lt;br /&gt;
==The Realm==&lt;br /&gt;
&lt;br /&gt;
[[File:WizardsRealm.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The Realm”:  a temperate  country bounded by mountains and forests.  Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf  Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice,  But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves work brightsilver mines, the precious commodity on which its economy depends.  Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest:  undead, Tusks and  monsters common to the world&#039;s wilds.[/QUOTE]&lt;br /&gt;
&lt;br /&gt;
==Story so far==&lt;br /&gt;
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster.  The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener.&lt;br /&gt;
&lt;br /&gt;
===Religions of the Conquest===&lt;br /&gt;
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yona_of_the_Flame&amp;diff=352722</id>
		<title>Yona of the Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yona_of_the_Flame&amp;diff=352722"/>
		<updated>2019-02-13T23:18:10Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/ IC]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona of the Flame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039;  Mother is Magda, a smallholder; father was Pierre, a fisherman who didn&#039;t come back from a venture on the deep lake, when Yona was young. When Yona was 12, it became clear that she was not just a gifted singer but had the Talent, and she was sent down to the city for training, with a wizard named Lola. Yona wasn&#039;t the most gifted magical student, casting from song and emotion rather than abstract manipulation, but still she learned, and read a lot, too. Now she&#039;s 19, released back to her community. &amp;quot;I&#039;ve taught you everything you&#039;re ready to learn at the moment, and how not to be a danger.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
==Skills with ranks==&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Shortbow &amp;lt;br&amp;gt;&lt;br /&gt;
Longsword &amp;lt;br&amp;gt;&lt;br /&gt;
Dagger &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Studded leather &amp;lt;br&amp;gt;&lt;br /&gt;
Buckler &amp;lt;br&amp;gt;&lt;br /&gt;
Bard&#039;s kit &amp;lt;br&amp;gt;&lt;br /&gt;
Winter kit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entertainer&#039;s outfit &amp;lt;br&amp;gt;&lt;br /&gt;
Traveler&#039;s outfit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pony named Twilight&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message &amp;lt;br&amp;gt;&lt;br /&gt;
Prestidigation &amp;lt;br&amp;gt;&lt;br /&gt;
Dancing Lights &amp;lt;br&amp;gt;&lt;br /&gt;
Ghost Sound &amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image &amp;lt;br&amp;gt;&lt;br /&gt;
Cure light wounds&amp;lt;br&amp;gt;&lt;br /&gt;
Summon monster I &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yona_of_the_Flame&amp;diff=352721</id>
		<title>Yona of the Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yona_of_the_Flame&amp;diff=352721"/>
		<updated>2019-02-13T23:15:44Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/ IC]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona of the Flame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039;  Mother is Magda, a smallholder; father was Pierre, a fisherman who didn&#039;t come back from a venture on the deep lake, when Yona was young. When Yona was 12, it became clear that she was not just a gifted singer but had the Talent, and she was sent down to the city for training, with a wizard named Lola. Yona wasn&#039;t the most gifted magical student, casting from song and emotion rather than abstract manipulation, but still she learned, and read a lot, too. Now she&#039;s 19, released back to her community. &amp;quot;I&#039;ve taught you everything you&#039;re ready to learn at the moment, and how not to be a danger.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
==Skills with ranks==&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Shortbow &amp;lt;br&amp;gt;&lt;br /&gt;
Longsword &amp;lt;br&amp;gt;&lt;br /&gt;
Dagger &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Studded leather &amp;lt;br&amp;gt;&lt;br /&gt;
Buckler &amp;lt;br&amp;gt;&lt;br /&gt;
Bard&#039;s kit &amp;lt;br&amp;gt;&lt;br /&gt;
Winter kit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entertainer&#039;s outfit &amp;lt;br&amp;gt;&lt;br /&gt;
Traveler&#039;s outfit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pony named Twilight&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message &amp;lt;br&amp;gt;&lt;br /&gt;
Prestidigation &amp;lt;br&amp;gt;&lt;br /&gt;
Dancing Lights &amp;lt;br&amp;gt;&lt;br /&gt;
Ghost Sound &amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Image &amp;lt;br&amp;gt;&lt;br /&gt;
Cure light wounds&amp;lt;br&amp;gt;&lt;br /&gt;
Summon monster I &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yona_of_the_Flame&amp;diff=352720</id>
		<title>Yona of the Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yona_of_the_Flame&amp;diff=352720"/>
		<updated>2019-02-13T23:04:52Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: Created page with &amp;quot;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest]  [https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-pathfinder-guild-adventurers.840188/ Interest]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840723/ OOC]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/ IC]&lt;br /&gt;
&lt;br /&gt;
==Personal Data==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Yona of the Flame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Mindstalk &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 19 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Bard 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description/Background:&#039;&#039;&#039;  Mother is Magda, a smallholder; father was Pierre, a fisherman who didn&#039;t come back from a venture on the deep lake, when Yona was young. When Yona was 12, it became clear that she was not just a gifted singer but had the Talent, and she was sent down to the city for training, with a wizard named Lola. Yona wasn&#039;t the most gifted magical student, casting from song and emotion rather than abstract manipulation, but still she learned, and read a lot, too. Now she&#039;s 19, released back to her community. &amp;quot;I&#039;ve taught you everything you&#039;re ready to learn at the moment, and how not to be a danger.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pic:&#039;&#039;&#039; https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personality: mix of playful or intense.  Wins most staring contests.  Bossy.  Kind.&lt;br /&gt;
&lt;br /&gt;
Siblings: maybe&lt;br /&gt;
&lt;br /&gt;
Love interest: no&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Elvish, +1 unspecified&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12/+1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 14/+2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 13/+1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 16/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;Senses:&#039;&#039;&#039; Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (Touch 12 Flatfooted 13) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMB:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD:&#039;&#039;&#039; 13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref:&#039;&#039;&#039;  &#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will:&#039;&#039;&#039; &#039;&#039;&#039;+4&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)&lt;br /&gt;
&lt;br /&gt;
==Skills with ranks==&lt;br /&gt;
&#039;&#039;&#039;Bluff:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Climb:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy:&#039;&#039;&#039; +8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intimidate:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge arcana:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge geography:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge history:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge local:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledge nature:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perception:&#039;&#039;&#039; (see combat) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perform (singing):&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sense Motive:&#039;&#039;&#039; +5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcraft:&#039;&#039;&#039; +6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039; +6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Use Magic Device:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Human&#039;&#039;&#039; Point-blank Shot &#039;You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 1:&#039;&#039;&#039; [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]&lt;br /&gt;
&#039;&#039;&#039;xx Level 3 xx:&#039;&#039;&#039; Precise-Shot &#039;You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.&#039;&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Deft Dodge: +1 Reflex &amp;lt;br&amp;gt;&lt;br /&gt;
Second Chance: re-roll failed save 1/day&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.&lt;br /&gt;
&lt;br /&gt;
Bardic Performance (countersong, distraction, fascinate, inspire courage)&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Humanoid (Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Feat:&#039;&#039;&#039; Humans select one extra feat at 1st level. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skilled:&#039;&#039;&#039; Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Shortbow &amp;lt;br&amp;gt;&lt;br /&gt;
Longsword &amp;lt;br&amp;gt;&lt;br /&gt;
Dagger &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Studded leather &amp;lt;br&amp;gt;&lt;br /&gt;
Buckler &amp;lt;br&amp;gt;&lt;br /&gt;
Bard&#039;s kit &amp;lt;br&amp;gt;&lt;br /&gt;
Winter kit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entertainer&#039;s outfit &amp;lt;br&amp;gt;&lt;br /&gt;
Traveler&#039;s outfit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pony named Twilight&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039; unlimited, DC 13 &amp;lt;br&amp;gt;&lt;br /&gt;
Message &amp;lt;br&amp;gt;&lt;br /&gt;
Prestidigation &amp;lt;br&amp;gt;&lt;br /&gt;
Dancing Lights &amp;lt;br&amp;gt;&lt;br /&gt;
Ghost Sound &amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; 4/day, [3 class, 1 Cha] DC 14 &amp;lt;br&amp;gt;&lt;br /&gt;
Sleep &amp;lt;br&amp;gt;&lt;br /&gt;
Cure light wounds&amp;lt;br&amp;gt;&lt;br /&gt;
Summon monster I &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=AMG-Mario&amp;diff=323259</id>
		<title>AMG-Mario</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=AMG-Mario&amp;diff=323259"/>
		<updated>2017-07-15T18:32:46Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]]&lt;br /&gt;
&lt;br /&gt;
Mario is native covenfolk, strong and simple.  When Faith moved from Torino to Gimont, her sponsor Lindy assigned Mario to her. He&#039;d guard her, she wouldn&#039;t be mean to him.&lt;br /&gt;
&lt;br /&gt;
He&#039;s not very happy about leaving the world he knew, especially moving to a place where he struggles with the accent and dialect. But he&#039;s used to obeying magi, and he liked obeying Lindy, so he committed himself to her order of &amp;quot;Faith is very precious, obey her and keep her safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Seeing Provence and Occitania by cart was certainly interesting, if also tedious, as the only one handling the animals.&lt;br /&gt;
&lt;br /&gt;
Though far from the brightest, he can be a pretty entertaining storyteller and singer.&lt;br /&gt;
&lt;br /&gt;
Relationships:&lt;br /&gt;
&lt;br /&gt;
* Lindy: God&lt;br /&gt;
* Faith: the new god&lt;br /&gt;
* other magi: lesser, more terrifying, gods.&lt;br /&gt;
* Caro: god&#039;s adopted daughter. They still can&#039;t talk much.&lt;br /&gt;
&lt;br /&gt;
Mario is dark-haired, well-tanned by now, and has a cheerful face. He&#039;s 5&#039;7&amp;quot;, and a bit miffed that Faith is taller than he is, at least when she stands up straight.  It never occurred to him to mind that Lindy is also taller.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Characteristics: Int -2, Per 0, Pre -1, Com +1, Str +4, Sta +2, Dex 0, Qik +1&lt;br /&gt;
&lt;br /&gt;
Size: 0&lt;br /&gt;
&lt;br /&gt;
Age: 22&lt;br /&gt;
&lt;br /&gt;
Reputation: gullible, slow, can&#039;t speak right&lt;br /&gt;
&lt;br /&gt;
Virtues and Flaws: Covenfolk, Warrior, Great Strength, Tough (+3 soak), Covenant Upbringing, Poor Learner, Weak-Willed&lt;br /&gt;
&lt;br /&gt;
Personality: Brave +3, Loyal +3, In awe of magi +3&lt;br /&gt;
&lt;br /&gt;
Combat: Axe and Heater (Init 2, Attack +10, Def +11, Dam +10); Fist (Init 1, Att +3, Def +4, Dam +4), Knife (Init 1, Att +4, Def +4, Dam +6)&lt;br /&gt;
&lt;br /&gt;
Soak: +12 (full metal scale armor 7, Stamina 2, Tough 3)&lt;br /&gt;
&lt;br /&gt;
Fatigue: OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
&lt;br /&gt;
Wound: -1 (1-5), -3 (6-10), -5 (11-15), Incap (16-20)&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Animal Handling 3 (horses)&lt;br /&gt;
Athletics 3&lt;br /&gt;
Awareness 4 (alertness)&lt;br /&gt;
Brawl 3&lt;br /&gt;
Native Language Piedmontese 5 (storytelling)&lt;br /&gt;
Latin 3 (military)&lt;br /&gt;
Order of Hermes Lore 1&lt;br /&gt;
Music 1 (sing) (+5 xp)&lt;br /&gt;
Ride 1&lt;br /&gt;
Single weapon 6 (heater shield) [5xp unspent]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equip: Axe, Heater Shield, Full metal scale&lt;br /&gt;
&lt;br /&gt;
Enc: 0 (8)&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=AMG-Rachel&amp;diff=323258</id>
		<title>AMG-Rachel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=AMG-Rachel&amp;diff=323258"/>
		<updated>2017-07-15T18:31:54Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]]&lt;br /&gt;
&lt;br /&gt;
Rachel is Jewish and a native of Beziers, surviving the massacre of 1209.  Fed up with anti-Semitism but refusing to convert, she fled her people for the relative safety of the Order.  In truth, she may have never liked people that much; at any rate, she was trained in hunting and scouting, and has followed Brienne to the new covenant.&lt;br /&gt;
&lt;br /&gt;
While the Order is fairly tolerant, it is not completely so, especially among the covenfolk.  To outsiders like the villagers of Gimont, Rachel is more obviously &amp;quot;woman with a bow&amp;quot; than a Jew, but no doubt word will eventually get out.&lt;br /&gt;
&lt;br /&gt;
Rachel has black hair, usually tightly bound and covered, and light olive skin. Nothing too exceptional for Mediterranean populations. Her scarred face, a legacy of Beziers, is another matter.&lt;br /&gt;
&lt;br /&gt;
Characteristics: Int 0, Per +2, Pre -1, Com 0, Str 0, Sta 1, Dex +2, Qik +1&lt;br /&gt;
&lt;br /&gt;
Size: 0&lt;br /&gt;
&lt;br /&gt;
Age: 22&lt;br /&gt;
&lt;br /&gt;
Virtues and Flaws: Covenfolk, Warrior, Enduring Constitution (+3 to resist pain, reduced Fatigue and Wound penalties), Premonitions; Pessimistic, Disfigured (facial scars), Outsider (Jewish, minor)&lt;br /&gt;
&lt;br /&gt;
Personality: Brave +2, Loyal +2, Pessimistic -2&lt;br /&gt;
&lt;br /&gt;
Reputation: Jewish (Order, +3; locality, currently +0)&lt;br /&gt;
&lt;br /&gt;
Combat: Short Bow (Init -2 (Qik-Enc-1), Att +9 (Dex+Bow+3), Def +5 (Qik+Bow+0), Dam +6; Range 15)&lt;br /&gt;
&lt;br /&gt;
Soak: +3 (Armor, Stamina)&lt;br /&gt;
&lt;br /&gt;
Fatigue: OK, 0, -0, -2, -4, Unconscious&lt;br /&gt;
&lt;br /&gt;
Wound: -1 (1-5), -2 (6-10), -4 (11-15), Incap (16-20)&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Area Gascony Lore 4 (game trails)&lt;br /&gt;
Athletics 2 (climbing)&lt;br /&gt;
Awareness 4 (woodlands)&lt;br /&gt;
Bows 5 (shooting from cover)&lt;br /&gt;
Hunt 4 (deer)&lt;br /&gt;
Native Language Occitan 5 (Judaica)&lt;br /&gt;
Premonitions 3 (self)&lt;br /&gt;
Stealth 4 (Hunting)&lt;br /&gt;
Survival 3 (woodlands)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equip: partial heavy leather, short bow, survival kit&lt;br /&gt;
&lt;br /&gt;
Enc: 2 (2)&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Carolina_Redeye&amp;diff=323257</id>
		<title>Carolina Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Carolina_Redeye&amp;diff=323257"/>
		<updated>2017-07-15T18:30:28Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]]&lt;br /&gt;
&lt;br /&gt;
Carolina Redeye&lt;br /&gt;
&lt;br /&gt;
Caro was born in Faith&#039;s old village, and is a cousin of a few degrees on their mothers&#039; side.  Her parents died of disease 4 years ago, after which she started manifesting the same red eyes as Faith, along with an offensiveness to animals, and she&#039;s since been barely tolerated by the village, with her personal charm and social skills offsetting her curse and memories of her relation.  Faith met her after ending her apprenticeship, and offered to adopt her young cousin. Caro wasn&#039;t thrilled at first about Faith&#039;s Gift, but did like the prospect of regular meals and adventure and someone who would acknowledge her, and Faith seemed far too much of a milksop to beat her.&lt;br /&gt;
&lt;br /&gt;
As they crawled through Provence over the new few months, all those things turned out to be true, and she&#039;s grown used to Faith and her Italian servant.  Journey&#039;s end, with more magi, people, children, and -- Faith threatens, &#039;&#039;classes&#039;&#039; -- is an alarming prospect.&lt;br /&gt;
&lt;br /&gt;
Caro also has blonde hair and defiantly pale skin; OTOH, she is rather short, even for her age.  She wears newly purchased blue and white woolens, which she has partly embroidered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Int 1&lt;br /&gt;
Per +1&lt;br /&gt;
Str -2&lt;br /&gt;
Sta 0&lt;br /&gt;
Pre 2+1&lt;br /&gt;
Com 2&lt;br /&gt;
Dex 1&lt;br /&gt;
Qik 1&lt;br /&gt;
&lt;br /&gt;
Age: 11&lt;br /&gt;
&lt;br /&gt;
Covenfolk&lt;br /&gt;
Faerie Blood (Sidhe)&lt;br /&gt;
Luck&lt;br /&gt;
Piercing Gaze&lt;br /&gt;
Nosy [Knowledge is survival]&lt;br /&gt;
Offensive to Animals&lt;br /&gt;
Small&lt;br /&gt;
&lt;br /&gt;
Loyal -3 [Caro barely knows what a covenant even is at this point]&lt;br /&gt;
Suspicious +2 [Her life has not led to trust]&lt;br /&gt;
Inquisitive +2 [She&#039;s naturally bright and curious, and needing advantages to survive enhances that]&lt;br /&gt;
Compassionate +1 [Caro is used to looking out for herself, but she&#039;ll be a nice person when she relaxes.]&lt;br /&gt;
&lt;br /&gt;
Native Language Occitan 5 (Provencal)&lt;br /&gt;
Area Lore (Provence) 1 (legends)&lt;br /&gt;
Athletics 2 (climbing)&lt;br /&gt;
Awareness 2 (alertness)&lt;br /&gt;
Brawl 1 (dodging)&lt;br /&gt;
Charm 2 (peasants)&lt;br /&gt;
Craft (sewing) 2&lt;br /&gt;
Folk Ken 2 (peasants)&lt;br /&gt;
Guile (fast talk) 2&lt;br /&gt;
Legerdemain (tricks) 1&lt;br /&gt;
Music 2 (singing)&lt;br /&gt;
Stealth 2 (hide)&lt;br /&gt;
&lt;br /&gt;
Appearance: blonde hair, bright red eyes, short.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Brienne_of_Toulouse&amp;diff=323256</id>
		<title>Brienne of Toulouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Brienne_of_Toulouse&amp;diff=323256"/>
		<updated>2017-07-15T18:23:02Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brienne of Toulouse&lt;br /&gt;
&lt;br /&gt;
Game: [[Spring of Hubris Information|Spring of Hubris]]  (originally [[ArsMagicalGirl]])&lt;br /&gt;
&lt;br /&gt;
== Desc ==&lt;br /&gt;
&lt;br /&gt;
The younger sister of Franseza de Merinita.  Unwomanly in size and&lt;br /&gt;
appearance, and with martial interests, she followed her sister into the&lt;br /&gt;
Order&#039;s orbit, receiving martial training and then command.  She was&lt;br /&gt;
devastated when her sister became a faerie and disappeared, but remained within the Order. When the new covenant of Gimont was formed, she volunteered to be its turb captain to advance in power and responsibility. She brought some grogs with her, especially Rachel of Beziers. She is fairly pious, and her sword bears a relic, a family heirloom.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int 0&lt;br /&gt;
Per 1&lt;br /&gt;
Str 3&lt;br /&gt;
Sta 1&lt;br /&gt;
Pre -2&lt;br /&gt;
Com 1&lt;br /&gt;
Dex 0&lt;br /&gt;
Qik 1&lt;br /&gt;
&lt;br /&gt;
Size +1 (wounds in 6 point intervals)&lt;br /&gt;
&lt;br /&gt;
Age 28&lt;br /&gt;
&lt;br /&gt;
Affinity with Single Weapon&lt;br /&gt;
Large&lt;br /&gt;
Custos&lt;br /&gt;
Puissant Single Weapon&lt;br /&gt;
Relic&lt;br /&gt;
&lt;br /&gt;
Black Sheep (major)&lt;br /&gt;
Pious (minor)&lt;br /&gt;
Transvestite&lt;br /&gt;
&lt;br /&gt;
Native Language Occitan 5&lt;br /&gt;
390 xp, or 78 points&lt;br /&gt;
&lt;br /&gt;
[Ability (specialty) rank (points, or  xp/5), 1 left]&lt;br /&gt;
&lt;br /&gt;
(Toulouse) Lore (politics) 1 (1)&lt;br /&gt;
Athletics (running) 3 (6)&lt;br /&gt;
Awareness (alertness) 2 (3)&lt;br /&gt;
Bows 3 (6)&lt;br /&gt;
Carouse (staying sober) 2 (3)&lt;br /&gt;
Chirurgy (setting bones) 1 (1)&lt;br /&gt;
Etiquette 1 (1)&lt;br /&gt;
Folk Ken 3 (6)&lt;br /&gt;
Latin (Church) 2 (3)&lt;br /&gt;
Leadership (in combat) 5 (15)&lt;br /&gt;
Music (sing) 1 (1)&lt;br /&gt;
Order of Hermes Lore (personalities) 1 (1)&lt;br /&gt;
Ride (battle) 3 (6) &lt;br /&gt;
Survival (southern France) 2 (3)&lt;br /&gt;
Swim 3 (holding breath) (6)&lt;br /&gt;
Single Weapon (arming sword) 6+2 (15)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322768</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322768"/>
		<updated>2017-07-09T13:49:59Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, Precia of Torino, came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, Lindy Verdi, made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should make her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining her, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope the covenfolk stop mocking him for his accent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Dependent (Carolina) (major)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto (major)&lt;br /&gt;
Low Self-Esteem (no Confidence) (major)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
[3x5 xp unspent]&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322734</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322734"/>
		<updated>2017-07-08T21:40:59Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Opinions on others */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, Precia of Torino, came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, Lindy Verdi, made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should make her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining her, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope the covenfolk stop mocking him for his accent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Dependent (Carolina)&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto&lt;br /&gt;
Low Self-Esteem (no Confidence)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
[3x5 xp unspent]&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Auster_ex_Merinita&amp;diff=322733</id>
		<title>Auster ex Merinita</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Auster_ex_Merinita&amp;diff=322733"/>
		<updated>2017-07-08T21:36:46Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the [[Magi|magi page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| [[Auster ex Merinita Grimoire|Grimoire]]&lt;br /&gt;
| [[Auster ex Merinita Laboratory|Laboratory]]&lt;br /&gt;
| [[Auster ex Merinita History|History]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Auster.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Auster is a small man with dark hair and an immaculately styled goatee. He moves slowly using a cane, gripping handholds ever so tightly for support as he finds it. He is considered friendly (for a Magus) by the Covenfolk, even though he is starting to get a reputation for snap judgments by his fellow Magi. Fortunately, so far he&#039;s been more right than wrong, but will that last?&lt;br /&gt;
&lt;br /&gt;
As a descendant of Mari who took the shape of a large goat, he has been gifted with goat&#039;s legs (covered by the Lame flaw) and a permanent goatee. The goatee can be shaven off, but will be back at the next sunrise.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 26 (26)&lt;br /&gt;
* &#039;&#039;&#039;Decrepitude:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Warping Score:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Confidence:&#039;&#039;&#039; 1 (3)&lt;br /&gt;
* &#039;&#039;&#039;Sigil:&#039;&#039;&#039;  When Auster cast spells they are accompanied by sudden weather effects (a gust of wind, a distant thunderclap, a sudden dampness in the air). This is beyond his control and never large enough to grab hold of through ReAu magic. Depending on the effect, this can be quite unnatural when indoors.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|&#039;&#039;&#039;Characteristics&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Score&#039;&#039;&#039;&lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
| Int&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Per&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Pre&lt;br /&gt;
| +3&lt;br /&gt;
|- &lt;br /&gt;
| Com&lt;br /&gt;
| +3&lt;br /&gt;
|- &lt;br /&gt;
| Str&lt;br /&gt;
| -3&lt;br /&gt;
|- &lt;br /&gt;
| Sta&lt;br /&gt;
| +3&lt;br /&gt;
|- &lt;br /&gt;
| Dex&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| Qik&lt;br /&gt;
| -3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|&#039;&#039;&#039;Personality&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;&#039;Reputation&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;&#039;Sympathy&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Generous&lt;br /&gt;
| +3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Weather&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Reckless&lt;br /&gt;
| +3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Virtues and Flaws ==&lt;br /&gt;
&lt;br /&gt;
=== Virtues ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affinity With Creo&#039;&#039;&#039; (Minor, Hermetic), &#039;&#039;&#039;Affinity with Corpus&#039;&#039;&#039; (Minor, Hermetic), &#039;&#039;&#039;Book Learner&#039;&#039;&#039; (Minor, General), &#039;&#039;&#039;Educated&#039;&#039;&#039; (Minor, General), &#039;&#039;&#039;Faerie Blood (descendant of Mari)&#039;&#039;&#039; (Minor, Supernatural), &#039;&#039;&#039;Faerie Magic&#039;&#039;&#039; (Free [House], Hermetic), &#039;&#039;&#039;Flexible Formulaic Magic&#039;&#039;&#039; (Major, Hermetic), &#039;&#039;&#039;Hermetic Magus&#039;&#039;&#039; (Free, Social Status), &#039;&#039;&#039;Inventive Genius&#039;&#039;&#039; (Minor, Hermetic), &#039;&#039;&#039;Skilled Parens&#039;&#039;&#039; (Minor, Hermetic)&lt;br /&gt;
&lt;br /&gt;
=== Flaws ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faerie Heritage&#039;&#039;&#039; (Major, Story), &#039;&#039;&#039;Generous&#039;&#039;&#039; (Minor, Personality), &#039;&#039;&#039;Lame&#039;&#039;&#039; (Minor, General), &#039;&#039;&#039;Reckless&#039;&#039;&#039; (Minor, Personality), &#039;&#039;&#039;Unimaginative Learner&#039;&#039;&#039; (Minor, Hermetic), &#039;&#039;&#039;Vulnerable Magic (within Divine Influence)&#039;&#039;&#039; (Major, Hermetic)&lt;br /&gt;
&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039; Init -7, Atk n/a, Def -6, Dam n/a&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Weapons:&#039;&#039;&#039; &#039;&#039;Fist&#039;&#039; Init -5, Atk -4, Def -4, Dam -4&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Soak:&#039;&#039;&#039; +3&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fatigue Levels:&#039;&#039;&#039; OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Wound Penalties:&#039;&#039;&#039; -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Wizardly Robes, Cane&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Encumbrance:&#039;&#039;&#039; 1 (1)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Speciality&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Score&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Artes Liberales&lt;br /&gt;
| Ritual Casting&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| Awareness&lt;br /&gt;
| Alertness&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
|- &lt;br /&gt;
| Charm&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Code of Hermes&lt;br /&gt;
| Provencal Tribunal procedures&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| Concentration&lt;br /&gt;
| Spell concentration&lt;br /&gt;
| 3&lt;br /&gt;
| 30&lt;br /&gt;
|- &lt;br /&gt;
| Faerie Lore&lt;br /&gt;
| Faerie Powers&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Faerie Magic&lt;br /&gt;
| Experimenting&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| Finesse&lt;br /&gt;
| Precision&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| Folk Ken&lt;br /&gt;
| Covenfolk&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
|- &lt;br /&gt;
| Guile&lt;br /&gt;
| Fast Talk&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| House Merinita Lore&lt;br /&gt;
| Initiating Self&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| Intrigue&lt;br /&gt;
| Plotting&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| Latin &lt;br /&gt;
| Hermetic usage&lt;br /&gt;
| 5&lt;br /&gt;
| 75&lt;br /&gt;
|- &lt;br /&gt;
| Magic Theory&lt;br /&gt;
| Inventing Spells&lt;br /&gt;
| 3&lt;br /&gt;
| 30&lt;br /&gt;
|- &lt;br /&gt;
| Native Language: Occitan&lt;br /&gt;
| Storytelling&lt;br /&gt;
| 5&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| Parma Magica&lt;br /&gt;
| Corpus&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| Penetration&lt;br /&gt;
| Rego&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Teaching&lt;br /&gt;
| One on one&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Arts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|&#039;&#039;&#039;Art&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Score&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;XP&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Creo&lt;br /&gt;
| 10&lt;br /&gt;
| 37/55&lt;br /&gt;
|- &lt;br /&gt;
| Intelligo&lt;br /&gt;
| 5&lt;br /&gt;
| 15&lt;br /&gt;
|- &lt;br /&gt;
| Muto&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Perdo&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
| Rego&lt;br /&gt;
| 5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Animal&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Aquam&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Auram&lt;br /&gt;
| 8&lt;br /&gt;
| 36&lt;br /&gt;
|-&lt;br /&gt;
| Corpus&lt;br /&gt;
| 10&lt;br /&gt;
| 37/55&lt;br /&gt;
|-&lt;br /&gt;
| Herbam&lt;br /&gt;
| 5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Ignem&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Imaginem&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Mentem&lt;br /&gt;
| 7&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
| Terram&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Vim&lt;br /&gt;
| 5&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
Summary of Austers spells below. See the [[Auster ex Merinita Grimoire | Grimoire]] for the full spell descriptions.&lt;br /&gt;
&lt;br /&gt;
==== Auram Spells ====&lt;br /&gt;
The (+1) with Auram Spells casting totals is due to Weather Sympathy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;CT&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Target&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Mastery&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Short Description&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Air&#039;s Ghostly Form&lt;br /&gt;
| +21(+1)&lt;br /&gt;
| CrAu 5&lt;br /&gt;
| Touch&lt;br /&gt;
| Diameter&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| A thick fog forms around the magus.&lt;br /&gt;
|-&lt;br /&gt;
| Broom of the Winds&lt;br /&gt;
| +21(+1)&lt;br /&gt;
| CrAu 15&lt;br /&gt;
| Voice&lt;br /&gt;
| Momentary&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Strong winds try to knock the target down&lt;br /&gt;
|-&lt;br /&gt;
| Charge of the Angry Winds&lt;br /&gt;
| +21(+1)&lt;br /&gt;
| CrAu 15&lt;br /&gt;
| Voice&lt;br /&gt;
| Concentration&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Moving wall of wind&lt;br /&gt;
|-&lt;br /&gt;
| Whispering Winds&lt;br /&gt;
| +16&lt;br /&gt;
| InAu 15&lt;br /&gt;
| Sight&lt;br /&gt;
| Concentration&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Hear everything spoken in line of sight&lt;br /&gt;
|-&lt;br /&gt;
| Ward against Rain&lt;br /&gt;
| +16&lt;br /&gt;
| ReAu 10&lt;br /&gt;
| Personal&lt;br /&gt;
| Sun&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Keep dry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Corpus Spells ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;CT&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Target&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Mastery&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Short Description&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Bind Wound &lt;br /&gt;
| +23&lt;br /&gt;
| CrCo 10&lt;br /&gt;
| Touch&lt;br /&gt;
| Sun&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Keep wounds from getting worse&lt;br /&gt;
|-&lt;br /&gt;
| The Chirurgeon&#039;s Healing Touch&lt;br /&gt;
| +23&lt;br /&gt;
| CrCo 20&lt;br /&gt;
| Touch&lt;br /&gt;
| Momentary&lt;br /&gt;
| Individual, Ritual&lt;br /&gt;
| 0&lt;br /&gt;
| Heal a Light Wound caused by anything but poison or disease&lt;br /&gt;
|-&lt;br /&gt;
| Revealed Flaws of Mortal Flesh&lt;br /&gt;
| +18&lt;br /&gt;
| InCo 10&lt;br /&gt;
| Touch&lt;br /&gt;
| Momentary&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Find medical defects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Herbam Spells  ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;CT&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Target&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Mastery&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Short Description&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Intuition of the Forest&lt;br /&gt;
| +13&lt;br /&gt;
| InHe 10&lt;br /&gt;
| Touch&lt;br /&gt;
| Sun&lt;br /&gt;
| Group&lt;br /&gt;
| 0&lt;br /&gt;
| +3 to all nature-oriented rolls (no spells) / no significant harm to the forest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mentem Spells  ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;CT&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Target&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Mastery&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Short Description&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Panic of the Trembling Heart&lt;br /&gt;
| +20&lt;br /&gt;
| CrMe 15&lt;br /&gt;
| Eye&lt;br /&gt;
| Sun&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Cause an overpowering fear of something&lt;br /&gt;
|- &lt;br /&gt;
| The Call to Slumber&lt;br /&gt;
| +15&lt;br /&gt;
| ReMe 10&lt;br /&gt;
| Voice&lt;br /&gt;
| Momentary&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Cause someone to sleep within a few seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vim Spells  ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;CT&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Target&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Mastery&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Short Description&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Sense the Nature of Vis&lt;br /&gt;
| +13&lt;br /&gt;
| InVi 5&lt;br /&gt;
| Touch&lt;br /&gt;
| Momentary&lt;br /&gt;
| Individual&lt;br /&gt;
| 0&lt;br /&gt;
| Find out what Art raw Vis is connected to&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Vis ====&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spring_of_Hubris_Information&amp;diff=322732</id>
		<title>Spring of Hubris Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spring_of_Hubris_Information&amp;diff=322732"/>
		<updated>2017-07-08T21:36:02Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* PEOPLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the [[Spring of Hubris (Ars Magica 5th)|front page]].&lt;br /&gt;
&lt;br /&gt;
=== PLACES ===&lt;br /&gt;
* The [[Spring of Hubris Covenant|covenant]] of Gimont, its [[Map of Covenant Gimont|map]], [[History of Covenant Gimont|history]], and [[Customs of Covenant Gimont|customs]].&lt;br /&gt;
* A summary of its [[Charter of Gimont|charter]].&lt;br /&gt;
* [[Noteworthy places]]&lt;br /&gt;
* The [[Laboratories|laboratories]] of the Covenant of Gimont.&lt;br /&gt;
* Its [[Library|library]]&lt;br /&gt;
&lt;br /&gt;
=== PEOPLE ===&lt;br /&gt;
* The [[Magi|magi]] of the covenant, and a [https://docs.google.com/spreadsheets/d/1jS9TMJZsfpwHRfJgE86tmViVPxFOcTaTthsd4ATdYGU/edit?usp=sharing planner] to keep track of them.&lt;br /&gt;
* The [[Companions of our covenant|companions]] living with them.&lt;br /&gt;
* The [[Grogs|grogs and covenfolk]] protecting and protected by the magi.&lt;br /&gt;
* And the [[Spring of Hubris NPCs|NPCs]] of the saga, be they family, acquaintances, servants, friend or foe.&lt;br /&gt;
&lt;br /&gt;
=== MAGIC ===&lt;br /&gt;
* New spells?&lt;br /&gt;
* Magic items we own? &lt;br /&gt;
* Our vis stocks?&lt;br /&gt;
&lt;br /&gt;
=== INFORMATION === &lt;br /&gt;
* Our relations with other covenants and tribunals? &lt;br /&gt;
* Other stuff I&#039;m sure!&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322665</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322665"/>
		<updated>2017-07-08T06:47:53Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Abilities and Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, Precia of Torino, came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, Lindy Verdi, made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should make her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining her, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope he can learn the languages here soon, he&#039;s pretty funny in Italian.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Dependent (Carolina)&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto&lt;br /&gt;
Low Self-Esteem (no Confidence)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
[3x5 xp unspent]&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322664</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322664"/>
		<updated>2017-07-08T06:47:11Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Abilities and Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, Precia of Torino, came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, Lindy Verdi, made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should make her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining her, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope he can learn the languages here soon, he&#039;s pretty funny in Italian.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Dependent (Carolina)&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto&lt;br /&gt;
Low Self-Esteem (no Confidence)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
[15 xp unspent]&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322663</id>
		<title>Faith Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Faith_Redeye&amp;diff=322663"/>
		<updated>2017-07-08T06:46:34Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Abilities and Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]] (was [[ArsMagicalGirl]] )&lt;br /&gt;
&lt;br /&gt;
Faith Redeye Ex Miscellanea&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Faith is relatively tall for a woman, 5&#039;8&amp;quot;, though often carries herself such as to seem smaller.  She has golden hair that falls to her midback, and eyes that are brilliant red the way blue eyes are blue.  Her skin is pale, and has never yet tanned nor burned.  She usually wears a simple black dress, which might look modest or nun-like, though it also well sets off her natural colors.  Raised in a covenant, she tends to forget -- or perhaps just refuse -- to cover her hair when out in the world, as a grown woman should.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Faith was born to a peasant family near Nice, her blonde hair probably a sign of Norman blood, though gossips whispered about fairy liaisons. She doesn&#039;t remember much of her early years; she likes to imagine she was happy.  Around the age of five her Gift began to manifest, including her reddish-brown eyes turning to a more scarlet red -- now the gossips whispered about demonic liaisons.  It wasn&#039;t long before the Ex Misc synthesist and &#039;&#039;orba&#039;&#039; Bonisagi, Precia of Torino, came to claim her, at the age of six.&lt;br /&gt;
&lt;br /&gt;
Faith was an eager student; Precia in some ways was a good teacher, but a horrible mother substitute.  Faith was alternately well trained, drained of blood, and subjected to the arbitary abuses of Tytalan training.&lt;br /&gt;
&lt;br /&gt;
On passing her Gauntlet, Precia tried to hold the girl&#039;s sigil, but a local Quaesitor, Lindy Verdi, made sure Faith knew she had the right to claim her sigil, and gave her the emotional strength to do so, and to leave.  Lindy advised Faith to join the new covenant at Gimont, thinking that having peers and no seniors would be good for the girl&#039;s confidence.&lt;br /&gt;
&lt;br /&gt;
Lindy thought Faith should sail safely from Nice to Perpignan. In a rare show of will, privately motivated by &amp;quot;not wanting to rush from one prison to another&amp;quot;, Faith insisted on going by land, so Lindy assigned her Mario to guard her and handle animals and people.  This led to a long winding journey through Provence by cart, and the happiest time of Faith&#039;s recent memories.&lt;br /&gt;
&lt;br /&gt;
En route to Gimont, Faith passed through her home village, which she hadn&#039;t seen for 15 years. She barely remembered it, and even her mother was briefly happy to see her, but unsure of how to react.  But while there, Faith met her cousin Carolina, another blonde and red-eyed girl, with the curse but not the power of the Gift, orphaned and distrusted.  Faith decided to give &#039;&#039;her&#039;&#039; a happy childhood, at least, and invited her away.&lt;br /&gt;
&lt;br /&gt;
== Personality and Goals ==&lt;br /&gt;
&lt;br /&gt;
Faith is a sweet girl, still unused to making her own decisions, or of her long term goals.  Most immediately she wants a familiar, partly for the benefits against aging and magical accidents, but as much for the companionship.  Faith has trouble believing anyone would like her for herself, so naturally she should make her own friends. She likes helping people. Precia&#039;s goal of having her live forever is not entirely unattractive or uninteresting, though Faith also worries that it&#039;s selfish and impious.&lt;br /&gt;
&lt;br /&gt;
Compared to her mater, Faith thinks she&#039;s dumb and incompetent. She hasn&#039;t experienced many other magi to compare herself to.&lt;br /&gt;
&lt;br /&gt;
She admires the quaesitors -- one helped her, after all! -- and daydreams sometimes of knightly hoplites vanquishing evil.&lt;br /&gt;
&lt;br /&gt;
Of course, she has a young cousin to look after now. She&#039;ll want to see Caro safe, happy, and educated, and protecting Caro is one of the things that will get Faith to show some spine.  (Disciplining her, not so much.)&lt;br /&gt;
&lt;br /&gt;
Special flaw note:  Story flaw: 0 points, Tormenting Master variant. Precia certainly agrees that Faith has &#039;&#039;earned&#039;&#039; her sigil, she just thinks Faith still owes her... everything. 0 points because you can have only one Story flaw for points and I figure a local kid is more story-genic (and fun!) than a distant abusive asshole.&lt;br /&gt;
&lt;br /&gt;
=== Opinions on others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;Um um um um, i-i-it&#039;s complicated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;She&#039;s so kind and awesome!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;I&#039;m glad I was able to help, she seems a lot healthier now, and I think &lt;br /&gt;
happier.  I hope she likes me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;I feel guilty taking him so far away.  Lindy assured me it was for the best.  I hope he can learn the languages here soon, he&#039;s pretty funny in Italian.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Ex Misc: &amp;quot;It&#039;s my House, I guess.  Whee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus: &amp;quot;I sort of feel like I should have been there.  Do you think they&#039;d let me back in?  I don&#039;t know that I&#039;m really good enough, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tytalus: &amp;quot;If you can&#039;t say anything good...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Tremere: &amp;quot;Their solidarity sounds pretty rational, but they seem so controlling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Guernicus: &amp;quot;Heroes of justice are so cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Flambeau: &amp;quot;They&#039;re cool too.  Do you supp-- yes, I guess they would let me in, if I qualified.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Bjornaer: &amp;quot;They can&#039;t make familiars?  That sounds lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
House Merinita: &amp;quot;Sounds like Ex Misc for faeries.  I mean, faerie magi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Lindy&#039;s House, whatever that is&amp;gt;: &amp;lt;thumbs up by association&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Houses: &amp;quot;I don&#039;t know enough to have an opinion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Opinions by others ===&lt;br /&gt;
&lt;br /&gt;
Precia: &amp;quot;I made her what she is, gave her everything, and she runs off!  Ungrateful b-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lindy: &amp;quot;Such a sweet girl.  I wanted to adopt her myself, but it&#039;s best to get her far from her parens.  I hope she turns out well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Caro: &amp;quot;She still feels funny, but I&#039;ve had a lot more fun since she came. And food!  It&#039;s hard to believe she&#039;s some terrifying witch.  But then there were the bandits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mario: &amp;quot;It&#039;s my place to serve magi.  But she&#039;s a nice one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Int +2&lt;br /&gt;
Per +1&lt;br /&gt;
Str 0&lt;br /&gt;
Sta +1&lt;br /&gt;
Pre +2+1&lt;br /&gt;
Com -2&lt;br /&gt;
Dex +1&lt;br /&gt;
Qik +1&lt;br /&gt;
&lt;br /&gt;
Age: 21&lt;br /&gt;
&lt;br /&gt;
Puissant Magic Theory*&lt;br /&gt;
Strong Faerie Blood (Sidhe) (major)&lt;br /&gt;
Careful Sorcerer&lt;br /&gt;
Flawless Magic (major)&lt;br /&gt;
Skilled Parens&lt;br /&gt;
Puissant Parma Magica&lt;br /&gt;
Affinity Creo&lt;br /&gt;
Affinity Corpus&lt;br /&gt;
Unaging&lt;br /&gt;
Minor Magical Focus (healing or aging; waffling)&lt;br /&gt;
&lt;br /&gt;
Dependent (Carolina)&lt;br /&gt;
Tormenting Master* (Precia) (zero points, see above)&lt;br /&gt;
Sponsor* (Lindy) (zero, made up)&lt;br /&gt;
Generous (major), Compassionate (minor) (or vice versa, or mixed)&lt;br /&gt;
Deficient Technique Muto&lt;br /&gt;
Low Self-Esteem (no Confidence)&lt;br /&gt;
&lt;br /&gt;
Generous +3, Compassionate +3, Humble +2, Friendly +2, Shy +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities and Arts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Native Language Occitan (Piedmontese) 5&lt;br /&gt;
45+15+150=210 xp, or 42 points by fives:&lt;br /&gt;
Faerie Lore (faerie blood) 2&lt;br /&gt;
Awareness (Alertness) 1&lt;br /&gt;
Folk Ken (magi) 2&lt;br /&gt;
Athletics (running) 1&lt;br /&gt;
Concentration (spells) 2&lt;br /&gt;
Artes Liberales 2 (Ritual) (3)&lt;br /&gt;
Living Language Italian 2 (polite language) (3)&lt;br /&gt;
Latin 4 (Hermetic) (10)&lt;br /&gt;
Magic Theory 3+2 (Creo) (6)&lt;br /&gt;
Parma Magica 1+2 (Corpus) (1)&lt;br /&gt;
Finesse 2 (3)&lt;br /&gt;
Magic Lore 1 (longevity) (1)&lt;br /&gt;
Medicine 1 (diagnosis) (1)&lt;br /&gt;
Penetration (Corpus) 1&lt;br /&gt;
Second Sight 1 [free with Strong blood]&lt;br /&gt;
Chirurgy 1 (diagnosis) (1)&lt;br /&gt;
Philosophiae (Ritual) 1&lt;br /&gt;
&lt;br /&gt;
Int+MT+3=10, can learn spells of Te+Fo+10.  Creo+Fo+11&lt;br /&gt;
&lt;br /&gt;
150xp Arts&lt;br /&gt;
&lt;br /&gt;
Creo 9 (30 plus Affinity)&lt;br /&gt;
Intellego 3 (6)&lt;br /&gt;
Perdo 4 (10)&lt;br /&gt;
Rego 5 (15) +1xp&lt;br /&gt;
&lt;br /&gt;
Animal 6 (21)&lt;br /&gt;
Aquam 1 (1)&lt;br /&gt;
Auram 1 (1)&lt;br /&gt;
Corpus 9 (30 plus Affinity)&lt;br /&gt;
Herbam 2 (3)&lt;br /&gt;
Ignem 1 (1)&lt;br /&gt;
Imaginem 1 (1)&lt;br /&gt;
Mentem 1 (2)&lt;br /&gt;
Terram 1 (1)&lt;br /&gt;
Vim 7 (28)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
150 starting Spell levels.  All are at Mastery 1, unless otherwise indicated. Mastery abilities not yet chosen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purification of the Festering Wounds, Touch, Moon, Ind, CrCo 20, +9 Recovery&lt;br /&gt;
&lt;br /&gt;
True Rest of the Injured Brute, Touch Moon Ind, CrAn 20 (+9 recovery)&lt;br /&gt;
&lt;br /&gt;
Revealed Flaws of Mortal Flesh, Touch Mom Ind, InCo 10, ID any medical defects&lt;br /&gt;
&lt;br /&gt;
Wound That Weeps, Voice Mom Ind, PeCo 15, inflict light wound&lt;br /&gt;
&lt;br /&gt;
Armor Against the Fey, Touch Sun Ind, ReVi 20; personal ward&lt;br /&gt;
&lt;br /&gt;
Blessing the Tree, Touch Moon Ind, CrHe 5 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Blessing the Grove, Voice Moon Group, CrHe 20 (optimal growth)&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Sidestep, ReIm 10; displaced image -&amp;gt; +9 defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bind Wound: Touch, Sun, Ind, CrCo 10; puts wounds in stasis for duration&lt;br /&gt;
&lt;br /&gt;
Fragile Lantern, Touch Ring Ind, CrIg 10; cool torchlight from an object inside a ring, until removed. (base 3 +1 Touch +2 Ring)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[140 spent]&lt;br /&gt;
&lt;br /&gt;
== Covenant points ==&lt;br /&gt;
&lt;br /&gt;
=== Vis [10 BP] ===&lt;br /&gt;
&lt;br /&gt;
+2 Creo vis&lt;br /&gt;
&lt;br /&gt;
=== Lab Texts: [33 BP] ===&lt;br /&gt;
&lt;br /&gt;
Mostly lendable for the asking.&lt;br /&gt;
&lt;br /&gt;
Pilum of Fire, Voice Mom Ind, CrIg 20; +15 damage [4 bp]&lt;br /&gt;
&lt;br /&gt;
Graceful Flight of the Mage, Per Sun Ind, ReCo 25, move rapidly at will [5 BP].  Faith plans to learn this Real Soon Now.&lt;br /&gt;
&lt;br /&gt;
Piercing the Faerie Veil, Per Conc Vision, InVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
Restoration of the Defiled Body, Touch, Mom, Ind, Ritual, CrCo 25, remove crippling [5 BP]&lt;br /&gt;
&lt;br /&gt;
Circular Ward Against Demons, Touch Ring Circle, ReVi 20 [4 BP]&lt;br /&gt;
&lt;br /&gt;
The Phantom Gift, Voice Sun Ind, CrVi 15; taints someone with magic, as if they had the Gift. Hypothetically useful for studying how to remove the effects of the Gift. [3 BP]&lt;br /&gt;
&lt;br /&gt;
Touch of Midas, Touch Mom Ind Ritual, CrTe 20; 80 lbs of gold. [4 bp]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twilight&#039;s Embrace, Voice Mom Ind, CrVi 20; target gains two Warping Points, triggering a Twilight check for magi.  NOT being lent to the covenant library. [4 BP]&lt;br /&gt;
&lt;br /&gt;
==== Contemplated ====&lt;br /&gt;
&lt;br /&gt;
Largely going through interesting Cr, Co, or non-lethal attack spells. In the covenant she can learn any Cr or Co spell of level 20.  Alternately, a long term research program.&lt;br /&gt;
&lt;br /&gt;
Spasms of the Uncontrolled Hand, Voice Conc Ind, ReCo 5; makes someone drop stuff; Group (15) or Sun (10) variations could be more useful.&lt;br /&gt;
&lt;br /&gt;
Lifting the Dangling Puppet, Voice Conc Ind, ReCo 15; useful for taking someone out without killing them.&lt;br /&gt;
&lt;br /&gt;
My Mind to Yours, Sight Conc Ind, CrMe 15; one-way telepathy.&lt;br /&gt;
&lt;br /&gt;
The Call to Slumber, Voice Mom Ind, ReMe 10; subject falls asleep.&lt;br /&gt;
&lt;br /&gt;
Trap of the Entwining Vines, Voice Sun Group, CrHe 15; traps, see corebook.&lt;br /&gt;
&lt;br /&gt;
Wall of Thorns, Voice Sun Group, CrHe 20; see corebook.&lt;br /&gt;
&lt;br /&gt;
Broom of the Winds, Voice Mom Ind, CrAu 15; Size roll of 9+ or knockdown.&lt;br /&gt;
&lt;br /&gt;
Veil of Invisibility, Touch Sun Ind, PeIm 20; mobile invisibility with shadow. Personal version would be PeIm 15 and within her reach.&lt;br /&gt;
&lt;br /&gt;
Wrath of Jove, Sight Mom Ind, CrAu 20; lightning comes out of the sky to strike a target for +30 damage.  (base 5, +3 Sight, only works &#039;naturally&#039;.)&lt;br /&gt;
&lt;br /&gt;
Whispers Through the Black Gate, Touch Conc Ind, InCo 15 (Me); speak with dead [3 BP]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Carolina_Redeye&amp;diff=322662</id>
		<title>Carolina Redeye</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Carolina_Redeye&amp;diff=322662"/>
		<updated>2017-07-08T06:46:04Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]]&lt;br /&gt;
&lt;br /&gt;
Carolina Redeye&lt;br /&gt;
&lt;br /&gt;
Caro was born in Faith&#039;s old village, and is a cousin of a few degrees on their mothers&#039; side.  Her parents died of disease 4 years ago, after which she started manifesting the same red eyes as Faith, along with an offensiveness to animals, and she&#039;s since been barely tolerated by the village, with her personal charm and social skills offsetting her curse and memories of her relation.  Faith met her after ending her apprenticeship, and offered to adopt her young cousin. Caro wasn&#039;t thrilled at first about Faith&#039;s Gift, but did like the prospect of regular meals and adventure and someone who would acknowledge her, and Faith seemed far too much of a milksop to beat her.&lt;br /&gt;
&lt;br /&gt;
As they crawled through Provence over the new few months, all those things turned out to be true, and she&#039;s grown used to Faith and her Italian servant.  Journey&#039;s end, with more magi, people, children, and -- Faith threatens, &#039;&#039;classes&#039;&#039; -- is an alarming prospect.&lt;br /&gt;
&lt;br /&gt;
Caro also has blonde hair and defiantly pale skin; OTOH, she is rather short, even for her age.  She wears newly purchased blue and white woolens, which she has partly embroidered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Int 1&lt;br /&gt;
Per +1&lt;br /&gt;
Str -2&lt;br /&gt;
Sta 0&lt;br /&gt;
Pre 2+1&lt;br /&gt;
Com 2&lt;br /&gt;
Dex 1&lt;br /&gt;
Qik 1&lt;br /&gt;
&lt;br /&gt;
Age: 11&lt;br /&gt;
&lt;br /&gt;
Covenfolk&lt;br /&gt;
Faerie Blood (Sidhe)&lt;br /&gt;
Luck&lt;br /&gt;
Piercing Gaze&lt;br /&gt;
Nosy [Knowledge is survival]&lt;br /&gt;
Offensive to Animals&lt;br /&gt;
Small&lt;br /&gt;
&lt;br /&gt;
Loyal -3 [Caro barely knows what a covenant even is at this point]&lt;br /&gt;
Suspicious +2 [Her life has not led to trust]&lt;br /&gt;
Inquisitive +2 [She&#039;s naturally bright and curious, and needing advantages to survive enhances that]&lt;br /&gt;
Compassionate +1 [Caro is used to looking out for herself, but she&#039;ll be a nice person when she relaxes.]&lt;br /&gt;
&lt;br /&gt;
Native Language Occitan 5 (Provencal)&lt;br /&gt;
Area Lore (Provence) 1 (legends)&lt;br /&gt;
Athletics 2 (climbing)&lt;br /&gt;
Awareness 2 (alertness)&lt;br /&gt;
Brawl 1 (dodging)&lt;br /&gt;
Charm 2 (peasants)&lt;br /&gt;
Craft (sewing) 2&lt;br /&gt;
Folk Ken 2 (peasants)&lt;br /&gt;
Guile 2&lt;br /&gt;
Legerdemain (tricks) 1&lt;br /&gt;
Music 2 (singing)&lt;br /&gt;
Stealth 2 (hide)&lt;br /&gt;
&lt;br /&gt;
Appearance: blonde hair, bright red eyes, short.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=AMG-Mario&amp;diff=322661</id>
		<title>AMG-Mario</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=AMG-Mario&amp;diff=322661"/>
		<updated>2017-07-08T06:45:14Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game: [[Spring of Hubris Information|Spring of Hubris]]&lt;br /&gt;
&lt;br /&gt;
Mario is native covenfolk, strong and simple.  When Faith moved from Torino to Gimont, her sponsor Lindy assigned Mario to her. He&#039;d guard her, she wouldn&#039;t be mean to him.&lt;br /&gt;
&lt;br /&gt;
He&#039;s not very happy about leaving the world he knew, especially moving to a place where he struggles with the accent and dialect. But he&#039;s used to obeying magi, and he liked obeying Lindy, so he committed himself to her order of &amp;quot;Faith is very precious, obey her and keep her safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Seeing Provence and Occitania by cart was certainly interesting, if also tedious, as the only one handling the animals.&lt;br /&gt;
&lt;br /&gt;
Though far from the brightest, he can be a pretty entertaining storyteller and singer.&lt;br /&gt;
&lt;br /&gt;
Relationships:&lt;br /&gt;
&lt;br /&gt;
* Lindy: God&lt;br /&gt;
* Faith: the new god&lt;br /&gt;
* other magi: lesser, more terrifying, gods.&lt;br /&gt;
* Caro: god&#039;s adopted daughter. They still can&#039;t talk much.&lt;br /&gt;
&lt;br /&gt;
Mario is dark-haired, well-tanned by now, and has a cheerful face. He&#039;s 5&#039;7&amp;quot;, and a bit miffed that Faith is taller than he is, at least when she stands up straight.  It never occurred to him to mind that Lindy is also taller.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Characteristics: Int -2, Per 0, Pre -1, Com +1, Str +4, Sta +2, Dex 0, Qik +1&lt;br /&gt;
&lt;br /&gt;
Size: 0&lt;br /&gt;
&lt;br /&gt;
Age: 22&lt;br /&gt;
&lt;br /&gt;
Reputation: gullible, slow, can&#039;t speak right&lt;br /&gt;
&lt;br /&gt;
Virtues and Flaws: Covenfolk, Warrior, Great Strength, Tough (+3 soak), Covenant Upbringing, Poor Learner, Weak-Willed&lt;br /&gt;
&lt;br /&gt;
Personality: Brave +3, Loyal +3, In awe of magi +3&lt;br /&gt;
&lt;br /&gt;
Combat: Axe and Heater (Init 2, Attack +10, Def +11, Dam +10); Fist (Init 1, Att +3, Def +4, Dam +4), Knife (Init 1, Att +4, Def +4, Dam +6)&lt;br /&gt;
&lt;br /&gt;
Soak: +12 (full metal scale armor 7, Stamina 2, Tough 3)&lt;br /&gt;
&lt;br /&gt;
Fatigue: OK, 0, -1, -3, -5, Unconscious&lt;br /&gt;
&lt;br /&gt;
Wound: -1 (1-5), -3 (6-10), -5 (11-15), Incap (16-20)&lt;br /&gt;
&lt;br /&gt;
Abilities: Animal Handling 3 (horses), Athletics 3, Awareness 4 (alertness), Brawl 3,  Native Language Piedmontese 5 (storytelling), Latin 3 (military), Order of Hermes Lore 1, Music 1 (sing) (+5 xp), Ride 1, Single weapon 6 (heater shield) [5xp unspent]&lt;br /&gt;
&lt;br /&gt;
Equip: Axe, Heater Shield, Full metal scale&lt;br /&gt;
&lt;br /&gt;
Enc: 0 (8)&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spring_of_Hubris_Covenant&amp;diff=322527</id>
		<title>Spring of Hubris Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spring_of_Hubris_Covenant&amp;diff=322527"/>
		<updated>2017-07-06T20:17:49Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Vis Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the [[Spring of Hubris Information|information page]].&lt;br /&gt;
&lt;br /&gt;
== Basic Stats ==&lt;br /&gt;
&#039;&#039;&#039;Covenant Name:&#039;&#039;&#039; the Covenant of Gimont&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tribunal:&#039;&#039;&#039; Provencal&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Year Founded:&#039;&#039;&#039; 1220      &#039;&#039;&#039;Current Year:&#039;&#039;&#039; 1220&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Aura Type:&#039;&#039;&#039; Magic      &#039;&#039;&#039;Aura Level:&#039;&#039;&#039; 5&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Living Conditions modifier (Magi):&#039;&#039;&#039;   &#039;&#039;&#039;Living Conditions modifier (Mundanes):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Season:&#039;&#039;&#039; Spring&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Aegis of the Hearth:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Reputations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
About 15 miles East of the city of Auch is Gascony sits the small village of Gimont. For decades now the villagers have told passing pilgrims rumors of a magic spring to the south, with reputed healing properties. While the occasional brave traveler dared to strike into the widlerness to bathe in it, most were deterred by fear of the magical beasts (and, it is rumored, worse things) known to haunt these woods. Sensing opportunity, a small group of magi have established a Covenant there.&lt;br /&gt;
&lt;br /&gt;
The spring is indeed real, and indeed has healing properties (Healthy Feature Boon x2). It is also greatly magical, with an powerful aura that covers the surrounding area (Aura Minor Boon x2) - an ideal spot for a covenant. Well placed to take advantage of passing pilgrims by offering hospitality and monetizing the healing waters of the spring, the covenant is off to a good start.&lt;br /&gt;
&lt;br /&gt;
The road between Auch and Gimont is a piece of the Via Tolonosa or Way of Arles, itself a part of the Camino de Santiago - the Way of St James, one of the most major pilgrimage routes in Europe. In fact, the Via Tolonosa attracts pilgrims going in both directions, for while the western end of it joins up with the Way of Saint James to terminate in the Santiago de Compostela in Northwestern Spain, the eastern path leads to the center of the church - Rome. The Via Tolonosa thus sits between the two most important pilgrimage sites in all of Christendom, save only Jerusalem itself. Where there are pilgrims, of course, there are also those who prey on them. Faeries love to challenge pilgrims, while Demons do worse. Gascony is mostly wilderness, in which dwell both bandits and beasts. Of course, where there are pilgrims there are also those who protect them - a number of knightly orders maintain a significant presence in the region, including both the Templars and the Hospitallers. (All of this amounts to the Road Major Hook)&lt;br /&gt;
&lt;br /&gt;
Auch is the major City in this area. It is a &#039;&#039;paréage&#039;&#039; - a city divided between two rulers with equal authority. In the case of Auch these rulers are the Count of Armagnac, the feudal lord of the region, and the Archbiship of Auch. The division is literally carved into the city, with markings on gates and pillars delineating different parts as belonging to one lord or the other. The magi have struck a favorable relationship with the Count, who has granted them land and vineyards under a &#039;&#039;metayage&#039;&#039; contract - meaning they pay him part of the produce as rent rather than money (Secondary Income and Right Boons). While the relationship brings advantages, being overly close to mundane lords can attract the attention of Quaesitores, and the magi risk being drawn into the complicated politics of the divided city (City Minor Hook). &lt;br /&gt;
&lt;br /&gt;
Gascony, and thus Armagnac, is part of the Duchy of Aquitane, and the current Duke of Aquitane is Henry III, the boy king of England. Gascony has thus been spared the chaos that has engulfed most of Southern France - only a couple of dozen miles to the south, the Albigensian Crusade ravages the land. Villages are burned and thousands killed in the name of cleansing heresy (and bringing the often rebellious lords of Toulouse to heel). While Gascony has not been touched by the crusade, refugees and deserters flee the war-torn lands of Toulouse, while soldiers of fortune seek opportunity in the chaos (folded into Road Major Hook). Mindful of the risk that the nearby war represents, the Covenant have hired a group of veteran soldiers to safeguard their covenant (Veteran Fighters Boon).&lt;br /&gt;
&lt;br /&gt;
Gascony is not without its own dangers, however. In 1208, Pope Innocent III placed all of England under interdict to encourage then-excommunicated King John to reconcile with the church. For six full years, the churches in Gascony refused to celebrate mass, weakening the Dominion Aura in already sparsely populated Gascony. Where the Divine is weak, the Infernal is not hard to find - and Gascony is now infested with demons. Some seek to corrupt the pilgrims walking the Way of St James, while others gleefully encourage the worst excesses of crusaders to the south. And, of course, a group of young magi offers a great temptation that no demon would refuse (Demonic Interest Major Hook).&lt;br /&gt;
&lt;br /&gt;
The Autumn Covenant of Castra Solis sponsored the founding of the Covenant. They expect a return on their investment in due time (Favors Minor Hook), but for the most part the young magi have been left to control their own destines. &lt;br /&gt;
&lt;br /&gt;
=== Summary of Hooks and Boons ===&lt;br /&gt;
&#039;&#039;&#039;Boons:&#039;&#039;&#039; Aura (minor) x2, Healthy Feature (minor) x2, Secondary Income (minor), Right (minor), Veteran Fighters (minor)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Free Choices:&#039;&#039;&#039; Peasants, Democracy (Magi), Autocracy (Covenfolk)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Hooks:&#039;&#039;&#039; Road (major), Daemonic Interest (major), City (minor), Favours (minor)&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
=== Land and Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Magic Items and other possessions of note ===&lt;br /&gt;
&lt;br /&gt;
The covenant owns no magic items, nor any other possessions of great note.&lt;br /&gt;
&lt;br /&gt;
=== Vis Sources ===&lt;br /&gt;
&lt;br /&gt;
The volcanic hot springs of Southern France were well-beloved by the Romans for their healing properties - this one is a particularly extraordinary example. Anyone suffering from disease who spends at least an hour each day in these waters during the recovery period gets a +3 to the Recovery roll. A piece of cloth may be hung over the pool to shade the bathers and collect the rising steam. At the end of each season, if the cloth is washed and the collected water is evaporated, Corpus vis may be harvested from the residue, amounting to 2 pawns of Vis per year. (Based on an example in &#039;&#039;Covenants&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Rego Vis, 2 pawns per year (Details to come)&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
&lt;br /&gt;
Rules for defining books in play: When someone wants a specific something, roll a stress die. If it succeeds, add the text to the library and subtract the required number of levels from the remaining available. If the roll fails, the book is not in the library and must be obtained through other means. &lt;br /&gt;
&lt;br /&gt;
Spell from core book: 3+&lt;br /&gt;
&amp;lt;br /&amp;gt;Spell from non-core book: 6+&lt;br /&gt;
&amp;lt;br /&amp;gt;Spell you made up: 6+ - 9+ (depending on the weirdness of the spell)&lt;br /&gt;
&amp;lt;br /&amp;gt;Spell based on a mystery cult or virtue requirement: 12+ or higher, or maybe simply unavailable&lt;br /&gt;
&amp;lt;br /&amp;gt;Spell of over level 50: 9+ or higher, or maybe simply unavailable&lt;br /&gt;
&lt;br /&gt;
Tractatus on an art, arcane ability or academic ability: 3+&lt;br /&gt;
&amp;lt;br /&amp;gt;Tractatus on a supernatural ability: 9+ or higher&lt;br /&gt;
&amp;lt;br /&amp;gt;tractatus on any other ability: 6+ &lt;br /&gt;
&lt;br /&gt;
==== Lab Texts====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aegis of the Hearth&#039;&#039; ReVi 20&lt;br /&gt;
&lt;br /&gt;
Undefined Lab Texts (240 levels remaining)&lt;br /&gt;
&lt;br /&gt;
==== Magic Books ====&lt;br /&gt;
&lt;br /&gt;
==== Mundane Books ====&lt;br /&gt;
&lt;br /&gt;
Magic Theory Level 5, Quality 11&lt;br /&gt;
&lt;br /&gt;
=== Stocks ===&lt;br /&gt;
&lt;br /&gt;
Money: &lt;br /&gt;
&lt;br /&gt;
Vis:&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magi:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Companions:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Specialists:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grogs:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Dependants:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039; Servants&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039; Teamsters&#039;&#039;&#039; (At least one of these is effectively the surcharge [[Eulàlia de Barcelona|Eulàlia]] charges for her merchandise, but counts as an inhabitant for cost purposes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; points of inhabitants (from people)&lt;br /&gt;
&lt;br /&gt;
=== Loyalty ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Loyalty Points (due to the Gift):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Familiarity:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Living Conditions Modifier:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Wages Modifier:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Equipment Modifier:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Specialists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Loyalty Points:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Prevailing Loyalty Score:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Potential Trouble ===.&lt;br /&gt;
&lt;br /&gt;
== Finances ==&lt;br /&gt;
=== Income ===&lt;br /&gt;
&lt;br /&gt;
=== Expenditure ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Category of Expenditure&lt;br /&gt;
!Amount&lt;br /&gt;
!Cost Saving Limit&lt;br /&gt;
!Cost Saving&lt;br /&gt;
!Total&lt;br /&gt;
|-&lt;br /&gt;
|Buildings&lt;br /&gt;
|0&lt;br /&gt;
|(50% per craft)&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Consumables&lt;br /&gt;
|&lt;br /&gt;
|(2 per craft)&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inflation&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Laboratories&lt;br /&gt;
|0&lt;br /&gt;
|(20% per craft)&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Provisions&lt;br /&gt;
|&lt;br /&gt;
|(16 by Laborers + 6 per craft)&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wages&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapons and Armor&lt;br /&gt;
|&lt;br /&gt;
|(0.5 per craft)&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Writing Materials&lt;br /&gt;
|&lt;br /&gt;
|(3 per craft)&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sundry&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sundry Expenses so far:&#039;&#039;&#039; None&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=322361</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=322361"/>
		<updated>2017-07-04T05:16:12Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 16 (+2)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
Advanced Move: [undecided. Considering Iron Hide, Multi Dabbler (Arcane Duelist Techniques; Druid Spirit Tongue; Paladin Pray for Guidance or Lay on Hands), Merciless, Improved Weapon (Sharp, +2 piercing)]&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
400 gold&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* Lindorell really does fight well, and hey, the book called her a dragon-killer, guess I&#039;ll believe.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321170</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321170"/>
		<updated>2017-06-16T14:56:06Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 16 (+2)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
Advanced Move: [undecided. Considering Iron Hide, Multi Dabbler (Arcane Duelist Techniques; Druid Spirit Tongue; Paladin Pray for Guidance or Lay on Hands), Merciless, Improved Weapon (Sharp, +2 piercing)]&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* Lindorell really does fight well, and hey, the book called her a dragon-killer, guess I&#039;ll believe.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321169</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321169"/>
		<updated>2017-06-16T14:53:29Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 16 (+2)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 23&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
Advanced Move: [undecided. Considering Iron Hide, Multi Dabbler (Arcane Duelist Techniques; Druid Spirit Tongue; Paladin Pray for Guidance or Lay on Hands), Merciless, Improved Weapon (Sharp, +2 piercing)]&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* Lindorell really does fight well, and hey, the book called her a dragon-killer, guess I&#039;ll believe.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321006</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321006"/>
		<updated>2017-06-14T05:42:10Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 13 (+1)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 23&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
Advanced Move: [undecided. Considering Iron Hide, Multi Dabbler (Arcane Duelist Techniques; Druid Spirit Tongue; Paladin Pray for Guidance or Lay on Hands), Merciless, Improved Weapon (Sharp, +2 piercing)]&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* Lindorell really does fight well, and hey, the book called her a dragon-killer, guess I&#039;ll believe.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321005</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321005"/>
		<updated>2017-06-14T05:23:53Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 13 (+1)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 23&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
Advanced Move: [undecided. Considering Iron Hide, Multi Dabbler, Merciless, Improved Weapon (Sharp, +2 piercing)]&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* Lindorell really does fight well, and hey, the book called her a dragon-killer, guess I&#039;ll believe.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321004</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321004"/>
		<updated>2017-06-14T05:21:49Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 13 (+1)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 23&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
Advanced Move: [undecided]&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* Lindorell really does fight well, and hey, the book called her a dragon-killer, guess I&#039;ll believe.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321003</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321003"/>
		<updated>2017-06-14T05:21:17Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 13 (+1)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 23&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
Advanced Move: [undecided]&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* Lindorell really does fight well, and hey, the book called her a dragon-killer, guess I&#039;ll believe.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321002</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321002"/>
		<updated>2017-06-14T05:15:55Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 2/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* The elf claims she killed a dragon by herself.  Yeah, right.  Still, she does fight well. [new] Necoros called her dragon-killer, but does that mean anything?&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321000</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=321000"/>
		<updated>2017-06-14T04:44:00Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 1/6&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though. [new] and she wastes food! :(&lt;br /&gt;
&lt;br /&gt;
* [new] Nigel&#039;s magic is impressive, and he healed me!  You gotta keep an eye on him though, he doesn&#039;t resist well.&lt;br /&gt;
&lt;br /&gt;
* The elf claims she killed a dragon by herself.  Yeah, right.  Still, she does fight well. [new] Necoros called her dragon-killer, but does that mean anything?&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=320895</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=320895"/>
		<updated>2017-06-10T04:58:13Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 1/6&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
300 gold!&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though.&lt;br /&gt;
&lt;br /&gt;
* The elf claims she killed a dragon by herself.  Yeah, right.  Still, she does fight well.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=320894</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=320894"/>
		<updated>2017-06-10T04:57:45Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 1/6&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 4 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, 5 rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though.&lt;br /&gt;
&lt;br /&gt;
* The elf claims she killed a dragon by herself.  Yeah, right.  Still, she does fight well.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=317404</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=317404"/>
		<updated>2017-04-21T00:25:46Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 1/5&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 5 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though.&lt;br /&gt;
&lt;br /&gt;
* The elf claims she killed a dragon by herself.  Yeah, right.  Still, she does fight well.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=317204</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=317204"/>
		<updated>2017-04-18T03:14:47Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 1/4&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 5 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though.&lt;br /&gt;
&lt;br /&gt;
* The elf claims she killed a dragon by herself.  Yeah, right.  Still, she does fight well.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=316867</id>
		<title>Kyouko the Dungeon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kyouko_the_Dungeon_Slayer&amp;diff=316867"/>
		<updated>2017-04-06T02:59:22Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyouko_Slayer.png|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
Kyouko the Dungeon Slayer, Magical Girl [Fighter]&lt;br /&gt;
&lt;br /&gt;
Game: [[AnotherDayAnotherDelve]]&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
Name: Kyouko.  (I dunno if she actually calls herself &amp;quot;the Dungeon Slayer&amp;quot;; that was more me riffing on Buffy as a &amp;quot;magical fighter&amp;quot;, originally.)&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Class: Fighter mechanics, magical girl reskin&lt;br /&gt;
&lt;br /&gt;
Level/XP: 1/3&lt;br /&gt;
&lt;br /&gt;
Look: a scrawny, confident, smirking girl with a red ponytail and a redder spear. See pics for basic idea (aka inspirational character).  Her clothes probably aren&#039;t as nice and her hair might be less ridiculously long and her magicked spear is more ornate.  Height 5&#039;2, weight 110 lbs.&lt;br /&gt;
&lt;br /&gt;
Age: Unsure, 14-16.  She&#039;ll likely claim to be older.&lt;br /&gt;
&lt;br /&gt;
Alignment: Good (Defend those weaker than you.)&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Str 16 (+2)&lt;br /&gt;
Dex 15 (+1)&lt;br /&gt;
Cha 13 (+1)&lt;br /&gt;
Con 12 (+0)&lt;br /&gt;
Int 9 (+0)&lt;br /&gt;
Wis 8 (-1)&lt;br /&gt;
&lt;br /&gt;
HP 22&lt;br /&gt;
Dam d10&lt;br /&gt;
Load 14&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
http://www.dungeonworldsrd.com/classes/fighter/&lt;br /&gt;
&lt;br /&gt;
Human Fighter: once a battle, may re-roll someone&#039;s damage roll&lt;br /&gt;
&lt;br /&gt;
Bend Bars (smash things with style)&lt;br /&gt;
&lt;br /&gt;
Mage Armor - armor 1 while unarmored and unencumbered&lt;br /&gt;
&lt;br /&gt;
Signature Weapon Spear 2w&lt;br /&gt;
* Versatile: Close range in addition to Reach&lt;br /&gt;
* Huge: messy and forceful (&amp;quot;It does damage in a particularly destructive way, ripping people and things apart&amp;quot;, &amp;quot;It can knock someone back a pace, maybe even off their feet&amp;quot;)&lt;br /&gt;
* Look: Ornate. Kyouko&#039;s spear started life as a knife on a stick, but in her hands it is a blood-red, carved, and glittering tool of death and destruction. In light it even seems to glow, though it doesn&#039;t cast any useful light in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
&lt;br /&gt;
* spear 2w&lt;br /&gt;
* 5 rations 1w&lt;br /&gt;
* Adventuring gear 1w&lt;br /&gt;
* 2 healing potions 0w&lt;br /&gt;
* antitoxin 0w, rations 1w, poultices 1w (Kyouko has no armor or money, but is almost as eager to stockpile food and medicines as she is to eat the food.)&lt;br /&gt;
&lt;br /&gt;
Total 6w&lt;br /&gt;
&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&lt;br /&gt;
* Hawthorne worships the things that killed my family. I don&#039;t care if it&#039;s placatory worship, that&#039;s just wrong!&lt;br /&gt;
&lt;br /&gt;
* Yula is hot (heh) and is a magical orphan like me!  A bit creepy, though.&lt;br /&gt;
&lt;br /&gt;
* The elf claims she killed a dragon by herself.  Yeah, right.  Still, she does fight well.&lt;br /&gt;
&lt;br /&gt;
* I like Embry&#039;s attitude to life, though even I think he indulges too much.  Smells of booze and dog! ...nice dog, by the way, though dang, it&#039;s bigger than I am!  [OOC: The really big mastiff breeds can be 120 lbs or more, more than she weighs.]&lt;br /&gt;
&lt;br /&gt;
* Seranna&#039;s really nice. Not that she reminds me of my mother or anything. Shut up!&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Kyouko&#039;s father was a preacher of an obscure Christian-like religion, teaching charity and nonviolence in a world of hardship. She admired his faith and dedication, until a dungeon erupted from the church or graveyard -- hard to tell, after the fact -- and killed most of the large village. She&#039;d been out gathering in the forest, and got to club the zombie-doll of her mother when she returned.&lt;br /&gt;
&lt;br /&gt;
It was probably foolish of her to eat the cake labeled &amp;quot;Eat Me&amp;quot; that she found just inside a dungeon entrance, but she did, and she was infused with unearthly strength and power. Making a spear out of a long stick and a knife, she left to seek her fortune, or at least survival. Not nearly as old, worldly, or experienced as she pretends to be, she&#039;s driven by desires for revenge on dungeons, the excitement of beating stuff up, and of course, food. Openly, she disdains notions of fairness and justice as foolish and weak, ripe for betrayal, but her instincts may betray her in turn.&lt;br /&gt;
&lt;br /&gt;
== Attitude quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life is unfair and short.  You can spend it helping people, then get eaten from below.  Enjoy it while it lasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Friendly sparring can be fun, but &#039;honorable fights&#039; are for fools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can&#039;t forgive people who waste food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, pick on someone your own size, you big bully!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t thrilled by the Int focus of the Duelist, so I&#039;m thinking Fighter but with as much magical skin as I can slip in. E.g. having 16 Strength while being the size of an average 14yo Japanese girl.&lt;br /&gt;
&lt;br /&gt;
World addition: dominant local religion is not like Christianity. Dungeons can wipe out and absorb villages from below or within. Dungeons can be like Alice in Wonderland with zombie things, including permanent transformation treasures. (Perhaps very rare.)&lt;br /&gt;
&lt;br /&gt;
Alternatively we could go with a mysterious black and white moon-rabbit thing granting her power, rather than magic cake. I have no settled preference at this time.&lt;br /&gt;
&lt;br /&gt;
== Picture links ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Kyouko_fighting_with_Oktavia.gif Small animated fight gif]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.puella-magi.net/File:Sayaka_fighting_with_Kyoko.gif Another fight gif. Overwhelming speed and power!]&lt;br /&gt;
&lt;br /&gt;
[http://hipsters.com/uploads/cache/pins/2014/10/puella-magi-madoka-magica-sakura-kyouko-cosplay-costume_261422-400x.jpeg Small cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://mangadrawing.net/users/image/21541-mahou-shoujo-madoka-magica-kyubey-sakura-kyouko.1ca1ba4c1562dfb367d3e9340255612f.jpg Big cheerful pic]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17580638 Angry]&lt;br /&gt;
&lt;br /&gt;
[http://www.pixiv.net/member_illust.php?mode=medium&amp;amp;illust_id=17616470 Determined]&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=AnotherDayAnotherDelve&amp;diff=316267</id>
		<title>AnotherDayAnotherDelve</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=AnotherDayAnotherDelve&amp;diff=316267"/>
		<updated>2017-03-23T00:52:05Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Another Day Another Delve&#039;&#039;&#039;&lt;br /&gt;
A Dungeon World play-by-post-campaign. Dungeon World [http://www.dungeonworldsrd.com/ rules here] or [https://sites.google.com/site/dungeonworldsrd/ here] or [http://book.dwgazetteer.com/ here (less complete)]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?798660-Dungeon-World-Another-Day-Another-Delve IC] and [https://forum.rpg.net/showthread.php?798661-Dungeon-World-Another-Day-Another-Delve OOC]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characters&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Kyouko the Dungeon Slayer]], Human Fighter &amp;quot;magical girl&amp;quot;, player Mindstalk&lt;br /&gt;
&lt;br /&gt;
[[Lindorell Dragonbane]], Elf Fighter, player Unka Josh&lt;br /&gt;
&lt;br /&gt;
[[Embry Em Ranger]], Human Ranger, player Shokubai&lt;br /&gt;
&lt;br /&gt;
[[Yula Cindersoul]], Salamander Immolator, player Lysus&lt;br /&gt;
&lt;br /&gt;
[[Hawthorne Scargrin]], Dwarf Cleric, player FrivYeti&lt;br /&gt;
&lt;br /&gt;
[[Nigel Boswell Aspiring Wizard]] (Human Wizard &amp;quot;runaway carny&amp;quot;), player caseyjone5&lt;br /&gt;
&lt;br /&gt;
*out [[Seranna]], Human Bard, player Stormraven&lt;br /&gt;
&lt;br /&gt;
*out [[Delbert the Exterminator]], (Human Thief &amp;quot;working class exterminator&amp;quot;), player Caias Ward&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Steadings&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Rules and Notes ==&lt;br /&gt;
&lt;br /&gt;
Post Requirements: In order to help me track some data without needing to reference outside documents all of the time, please include two things in every post: your character’s name and Current/Max HP. This can be a simple tag at the top of a post:&lt;br /&gt;
&lt;br /&gt;
https://forum.rpg.net/showthread.php?798326-Recruitment-Dungeon-World&amp;amp;p=20835800#post20835800&lt;br /&gt;
&lt;br /&gt;
Rolling Dice: Dice rolls will be done on Orokos, game &#039;anotherdelve&#039;. &amp;lt;s&amp;gt;Dice rolls will be handled using the website Unseen Servant (www.unseenservant.com). Make an account and use the campaing ID 538 for our dice room. Please make an account and a character for the game. We will be using the dice rolls from here and linking them back to the thread, so that we have time stamps, results, and so forth in a single place that can be linked to easily. If you have any questions about the dice mechanisms/macros please refer to their macro section or ask me directly.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I want to preserve some level of control as GM to ensure that there is some veto power over the fictional space and there is a communal understanding of what is going on. Generally speaking, if you want to add cool fictional details to populate a space, I am fine with it, but if you try to drastically alter an area please ask me in PM or OOC beforehand to make sure it does not go too far.&lt;br /&gt;
&lt;br /&gt;
When someone else is given a magic item from a Delve, everyone who did not receive an item receives 25 coins.&lt;br /&gt;
&lt;br /&gt;
Once per adventure, if you add one or more of the emerging world/setting details to the wiki (this can include short write-ups on NPCs, steadings, monsters, events, religions, etc.) I will allow you to mark XP for doing so. Please only add things that come up during play, rather than writing random background fluff that may not be relevant to the game in its present tense. If you are ever in doubt, ask me and I’ll let you know, but generally if it is something I name drop or describe then it is probably fair game.&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
Pitch: https://forum.rpg.net/showthread.php?798326-Recruitment-Dungeon-World&amp;amp;p=20826844#post20826844&lt;br /&gt;
&lt;br /&gt;
Dungeons and their monstrous denizens are “naturally” occurring threats that civilizations have to deal with. Imagine dungeons as a cross between ant hills, wasp nests, and beehives – they can spring up relatively quickly, have a mixture of consistent and messy structure within certain broad patterns, are inhabited by aggressive creatures which are mostly defensive but eventually begin to encroach on civilized areas, and generate treasure as a byproduct of the magic/creatures that create them. The production of treasure is equal parts nature, magic, and mystery to people in the world, something akin to how oysters create pearls or bees produce honey.&lt;br /&gt;
&lt;br /&gt;
This means that groups must often hire Delvers to clear out these threats. Delvers are adventurers who specialize in clearing dungeons and removing them as a threat, something along the lines of exterminators but more in the flavor of the A-Team or Ghostbusters. The pay is good and there are spoils from the dungeons, they live free of most societal constraints, but it is dangerous work.&lt;br /&gt;
&lt;br /&gt;
So the players would be an established Delver team or company, either the newest recruits for an existing group or a relatively new group themselves. The early focus would will be on killing monsters and taking their stuff, with a heavy action-adventure tone that may have dark elements but is not meant to be oppressively grim. Whether it goes beyond that into more plot-heavy narrative threads will depend entirely on the roleplay and group desires. &lt;br /&gt;
&lt;br /&gt;
Delver’s Guild: A quick note about an in-setting conceit – the Delver’s Guild. Every major civilized region has one or more chapters of the Delver’s Guild, usually at major metropolitan centers. The guild provides official licenses after a training/induction process, and aggressively polices the clearing of dungeons. The Delver’s Guild is less considered with how a dungeon is cleared, and more concerned that only officially-licensed Delvers are doing the work. They spend considerable time enforcing “safe zones” around dungeons to make sure unlicensed parties don’t attempt to cut in on what is essentially their business, and also ensuring that licensed Delvers are maintaining the reputation the Guild has cultivated. The Guild won’t care how a dungeon gets cleared by your group, but if you run around acting like murder hobos or causing/allowing collateral damage that would look bad for the Guild they will get involved.&lt;br /&gt;
&lt;br /&gt;
*  One of the busiest towns in the western Queendom of Zvezdala (if one believed such talk), Nestlebrook was never short of traffic or business. Dozens of new travelers found themselves in inns and taverns every week, while plenty more set out with their pockets a few coins lighter than when they came. At the crossroads of two major arteries, Nestlebrook was a place more known for its visitors than its locals. While the Queensroad brought the steady flow of merchants, dignitaries, and armed caravans on official business, Jesta’s Trail often saw foreign mercenaries, religious pilgrims, and fantastic carnivals from beyond the realm. All had coin to spend and need of resupply, and the locals were happy to oblige on both counts.&lt;br /&gt;
&lt;br /&gt;
**  Few towns enjoyed Nestlebrook’s potent combination of the appearance of frontier life with the reality of consistent civilization. While at its founding it was the very definition of dangerous living, the western hills and northern mountains had been quiet for longer than most residents could remember – the orc tribes seemed content to squabble amongst themselves, and the centaur kindreds can settled their ancient blood feuds. Those locals who attempted to carry on the rustic lifestyle of their forebears could not achieve the full effect, their clothes a bit too crisp and hands bearing too few callouses. Even the Delver’s Guild had closed their local chapter house four summers ago, with so little business to speak of the cost had greatly outweighed the meager activity in the area. Nestlebrook was a town of comfortable business now, and danger no longer lurked at every sunset.&lt;br /&gt;
&lt;br /&gt;
*  In her research, Lindorell discovered that the Nalvians were a group of nomadic tribes that would travel through these lands during their vast cyclical treks. They were largely wiped out or expelled during the formative years of the Queendom and the violent unification wars.&lt;br /&gt;
&lt;br /&gt;
== Non-exhaustive list of Bonds ==&lt;br /&gt;
&lt;br /&gt;
X owes me their life, whether they admit it or not.&lt;br /&gt;
&lt;br /&gt;
I have sworn to protect X&lt;br /&gt;
&lt;br /&gt;
I worry about the ability of X to survive in the dungeon.&lt;br /&gt;
&lt;br /&gt;
X is soft, but I will make them hard like me.&lt;br /&gt;
&lt;br /&gt;
X broke up a fight I was involved in. I was probably going to lose, but they don’t need to know that part.&lt;br /&gt;
&lt;br /&gt;
X and I are regular training partners.&lt;br /&gt;
&lt;br /&gt;
X seems like they would fold at the first sign of trouble. I don’t trust them.&lt;br /&gt;
&lt;br /&gt;
X is puny and foolish, but amusing to me.&lt;br /&gt;
&lt;br /&gt;
X is always getting into trouble—I must protect them from themselves.&lt;br /&gt;
&lt;br /&gt;
X trusted me with a secret.&lt;br /&gt;
&lt;br /&gt;
X is a good and faithful person; I trust them implicitly.&lt;br /&gt;
&lt;br /&gt;
X is in constant danger, I will keep them safe.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=AnotherDayAnotherDelve&amp;diff=316266</id>
		<title>AnotherDayAnotherDelve</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=AnotherDayAnotherDelve&amp;diff=316266"/>
		<updated>2017-03-23T00:51:32Z</updated>

		<summary type="html">&lt;p&gt;Mindstalk: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Another Day Another Delve&#039;&#039;&#039;&lt;br /&gt;
A Dungeon World play-by-post-campaign. Dungeon World [http://www.dungeonworldsrd.com/ rules here] or [https://sites.google.com/site/dungeonworldsrd/ here] or [http://book.dwgazetteer.com/ here (less complete)]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?798660-Dungeon-World-Another-Day-Another-Delve IC] and [https://forum.rpg.net/showthread.php?798661-Dungeon-World-Another-Day-Another-Delve OOC]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characters&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Kyouko the Dungeon Slayer]], Human Fighter &amp;quot;magical girl&amp;quot;, player Mindstalk&lt;br /&gt;
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[[Lindorell Dragonbane]], Elf Fighter, player Unka Josh&lt;br /&gt;
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[[Embry Em Ranger]], Human Ranger, player Shokubai&lt;br /&gt;
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[[Yula Cindersoul]], Salamander Immolator, player Lysus&lt;br /&gt;
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*out* [[Seranna]], Human Bard, player Stormraven&lt;br /&gt;
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[[Hawthorne Scargrin]], Dwarf Cleric, player FrivYeti&lt;br /&gt;
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*out* [[Delbert the Exterminator]], (Human Thief &amp;quot;working class exterminator&amp;quot;), player Caias Ward&lt;br /&gt;
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[[Nigel Boswell Aspiring Wizard]] (Human Wizard &amp;quot;runaway carny&amp;quot;), player caseyjone5&lt;br /&gt;
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== &#039;&#039;&#039;Steadings&#039;&#039;&#039; ==&lt;br /&gt;
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== Rules and Notes ==&lt;br /&gt;
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Post Requirements: In order to help me track some data without needing to reference outside documents all of the time, please include two things in every post: your character’s name and Current/Max HP. This can be a simple tag at the top of a post:&lt;br /&gt;
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https://forum.rpg.net/showthread.php?798326-Recruitment-Dungeon-World&amp;amp;p=20835800#post20835800&lt;br /&gt;
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Rolling Dice: Dice rolls will be done on Orokos, game &#039;anotherdelve&#039;. &amp;lt;s&amp;gt;Dice rolls will be handled using the website Unseen Servant (www.unseenservant.com). Make an account and use the campaing ID 538 for our dice room. Please make an account and a character for the game. We will be using the dice rolls from here and linking them back to the thread, so that we have time stamps, results, and so forth in a single place that can be linked to easily. If you have any questions about the dice mechanisms/macros please refer to their macro section or ask me directly.&amp;lt;/s&amp;gt;&lt;br /&gt;
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I want to preserve some level of control as GM to ensure that there is some veto power over the fictional space and there is a communal understanding of what is going on. Generally speaking, if you want to add cool fictional details to populate a space, I am fine with it, but if you try to drastically alter an area please ask me in PM or OOC beforehand to make sure it does not go too far.&lt;br /&gt;
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When someone else is given a magic item from a Delve, everyone who did not receive an item receives 25 coins.&lt;br /&gt;
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Once per adventure, if you add one or more of the emerging world/setting details to the wiki (this can include short write-ups on NPCs, steadings, monsters, events, religions, etc.) I will allow you to mark XP for doing so. Please only add things that come up during play, rather than writing random background fluff that may not be relevant to the game in its present tense. If you are ever in doubt, ask me and I’ll let you know, but generally if it is something I name drop or describe then it is probably fair game.&lt;br /&gt;
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== Setting ==&lt;br /&gt;
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Pitch: https://forum.rpg.net/showthread.php?798326-Recruitment-Dungeon-World&amp;amp;p=20826844#post20826844&lt;br /&gt;
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Dungeons and their monstrous denizens are “naturally” occurring threats that civilizations have to deal with. Imagine dungeons as a cross between ant hills, wasp nests, and beehives – they can spring up relatively quickly, have a mixture of consistent and messy structure within certain broad patterns, are inhabited by aggressive creatures which are mostly defensive but eventually begin to encroach on civilized areas, and generate treasure as a byproduct of the magic/creatures that create them. The production of treasure is equal parts nature, magic, and mystery to people in the world, something akin to how oysters create pearls or bees produce honey.&lt;br /&gt;
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This means that groups must often hire Delvers to clear out these threats. Delvers are adventurers who specialize in clearing dungeons and removing them as a threat, something along the lines of exterminators but more in the flavor of the A-Team or Ghostbusters. The pay is good and there are spoils from the dungeons, they live free of most societal constraints, but it is dangerous work.&lt;br /&gt;
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So the players would be an established Delver team or company, either the newest recruits for an existing group or a relatively new group themselves. The early focus would will be on killing monsters and taking their stuff, with a heavy action-adventure tone that may have dark elements but is not meant to be oppressively grim. Whether it goes beyond that into more plot-heavy narrative threads will depend entirely on the roleplay and group desires. &lt;br /&gt;
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Delver’s Guild: A quick note about an in-setting conceit – the Delver’s Guild. Every major civilized region has one or more chapters of the Delver’s Guild, usually at major metropolitan centers. The guild provides official licenses after a training/induction process, and aggressively polices the clearing of dungeons. The Delver’s Guild is less considered with how a dungeon is cleared, and more concerned that only officially-licensed Delvers are doing the work. They spend considerable time enforcing “safe zones” around dungeons to make sure unlicensed parties don’t attempt to cut in on what is essentially their business, and also ensuring that licensed Delvers are maintaining the reputation the Guild has cultivated. The Guild won’t care how a dungeon gets cleared by your group, but if you run around acting like murder hobos or causing/allowing collateral damage that would look bad for the Guild they will get involved.&lt;br /&gt;
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*  One of the busiest towns in the western Queendom of Zvezdala (if one believed such talk), Nestlebrook was never short of traffic or business. Dozens of new travelers found themselves in inns and taverns every week, while plenty more set out with their pockets a few coins lighter than when they came. At the crossroads of two major arteries, Nestlebrook was a place more known for its visitors than its locals. While the Queensroad brought the steady flow of merchants, dignitaries, and armed caravans on official business, Jesta’s Trail often saw foreign mercenaries, religious pilgrims, and fantastic carnivals from beyond the realm. All had coin to spend and need of resupply, and the locals were happy to oblige on both counts.&lt;br /&gt;
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**  Few towns enjoyed Nestlebrook’s potent combination of the appearance of frontier life with the reality of consistent civilization. While at its founding it was the very definition of dangerous living, the western hills and northern mountains had been quiet for longer than most residents could remember – the orc tribes seemed content to squabble amongst themselves, and the centaur kindreds can settled their ancient blood feuds. Those locals who attempted to carry on the rustic lifestyle of their forebears could not achieve the full effect, their clothes a bit too crisp and hands bearing too few callouses. Even the Delver’s Guild had closed their local chapter house four summers ago, with so little business to speak of the cost had greatly outweighed the meager activity in the area. Nestlebrook was a town of comfortable business now, and danger no longer lurked at every sunset.&lt;br /&gt;
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*  In her research, Lindorell discovered that the Nalvians were a group of nomadic tribes that would travel through these lands during their vast cyclical treks. They were largely wiped out or expelled during the formative years of the Queendom and the violent unification wars.&lt;br /&gt;
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== Non-exhaustive list of Bonds ==&lt;br /&gt;
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X owes me their life, whether they admit it or not.&lt;br /&gt;
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I have sworn to protect X&lt;br /&gt;
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I worry about the ability of X to survive in the dungeon.&lt;br /&gt;
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X is soft, but I will make them hard like me.&lt;br /&gt;
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X broke up a fight I was involved in. I was probably going to lose, but they don’t need to know that part.&lt;br /&gt;
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X and I are regular training partners.&lt;br /&gt;
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X seems like they would fold at the first sign of trouble. I don’t trust them.&lt;br /&gt;
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X is puny and foolish, but amusing to me.&lt;br /&gt;
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X is always getting into trouble—I must protect them from themselves.&lt;br /&gt;
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X trusted me with a secret.&lt;br /&gt;
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X is a good and faithful person; I trust them implicitly.&lt;br /&gt;
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X is in constant danger, I will keep them safe.&lt;/div&gt;</summary>
		<author><name>Mindstalk</name></author>
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