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	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=404295</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=404295"/>
		<updated>2021-08-13T00:58:56Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Important NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in a strip mall near River Passage and Castle. Part of an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police. Sebby tracked down Ryan but had little luck getting anything from her.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, is working toward opening a drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, sought out Kara. He admitted to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. Richarad is uncomfortable around Garry and Evgeniy - probably mostly Evgeniy.&lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol there. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabelled hypodermic needles, each filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left, but retreated when it was obvious the crisis had passed.&lt;br /&gt;
* Sabine has a weird dream related to the victim.  A hallway built out of many jagged and uneven stone blocks, damp with cold water and covered in creeping mold. All throughout the dream there&#039;s a sickening, musty smell mixed with the briny scent of the sea; and a high, alluring song which echoes through the hallways, sung in a language Sabine can&#039;t quite place. The hallway ends in a vast, circular room. The curved walls are full of doorways. The high, conical ceiling has no tip, but a hole through which a spotlight of a strange  bluish-violet light, like the bioluminescent glow of a jellyfish, enters. At the center of the room is a 10&#039; high platform with four steep and uneven staircases leading up to it. Atop it, in the light, stands a woman, dressed in dark blue robes, and dirty blonde hair. It seems like she&#039;s the source of the singing. The woman is Charlotte Callow.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=404294</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=404294"/>
		<updated>2021-08-13T00:58:41Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in a strip mall near River Passage and Castle. Part of an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police. Sebby tracked down Ryan but had little luck getting anything from her.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, is working toward opening a drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, sought out Kara. He admitted to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. Richarad is uncomfortable around Garry and Evgeniy - probably mostly Evgeniy.&lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol there. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabelled hypodermic needles, each filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left, but retreated when it was obvious the crisis had passed.&lt;br /&gt;
* Sabine has a weird dream related to the victim.  A hallway built out of many jagged and uneven stone blocks, damp with cold water and covered in creeping mold. All throughout the dream there&#039;s a sickening, musty smell mixed with the briny scent of the sea; and a high, alluring song which echoes through the hallways, sung in a language Sabine can&#039;t quite place. The hallway ends in a vast, circular room. The curved walls are full of doorways. The high, conical ceiling has no tip, but a hole through which a spotlight of a strange  bluish-violet light, like the bioluminescent glow of a jellyfish, enters. At the center of the room is a 10&#039; high platform with four steep and uneven staircases leading up to it. Atop it, in the light, stands a woman, dressed in dark blue robes, and dirty blonde hair. It seems like she&#039;s the source of the singing. The woman is Charlotte Callow.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=401053</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=401053"/>
		<updated>2021-06-18T06:53:50Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Current Investigation: The Callow Murder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in a strip mall near River Passage and Castle. Part of an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police. Sebby tracked down Ryan but had little luck getting anything from her.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, is working toward opening a drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, sought out Kara. He admitted to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. Richarad is uncomfortable around Garry and Evgeniy - probably mostly Evgeniy.&lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol there. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabelled hypodermic needles, each filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left, but retreated when it was obvious the crisis had passed.&lt;br /&gt;
* Sabine has a weird dream related to the victim.  A hallway built out of many jagged and uneven stone blocks, damp with cold water and covered in creeping mold. All throughout the dream there&#039;s a sickening, musty smell mixed with the briny scent of the sea; and a high, alluring song which echoes through the hallways, sung in a language Sabine can&#039;t quite place. The hallway ends in a vast, circular room. The curved walls are full of doorways. The high, conical ceiling has no tip, but a hole through which a spotlight of a strange  bluish-violet light, like the bioluminescent glow of a jellyfish, enters. At the center of the room is a 10&#039; high platform with four steep and uneven staircases leading up to it. Atop it, in the light, stands a woman, dressed in dark blue robes, and dirty blonde hair. It seems like she&#039;s the source of the singing. The woman is Charlotte Callow.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=401052</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=401052"/>
		<updated>2021-06-18T06:52:42Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Current Investigation: The Callow Murder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in a strip mall near River Passage and Castle. Part of an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police. Sebby tracked down Ryan but had little luck getting anything from her.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, is working toward opening a drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, sought out Kara. He admitted to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. &lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol there. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabelled hypodermic needles, each filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left, but retreated when it was obvious the crisis had passed.&lt;br /&gt;
* Sabine has a weird dream related to the victim.  A hallway built out of many jagged and uneven stone blocks, damp with cold water and covered in creeping mold. All throughout the dream there&#039;s a sickening, musty smell mixed with the briny scent of the sea; and a high, alluring song which echoes through the hallways, sung in a language Sabine can&#039;t quite place. The hallway ends in a vast, circular room. The curved walls are full of doorways. The high, conical ceiling has no tip, but a hole through which a spotlight of a strange  bluish-violet light, like the bioluminescent glow of a jellyfish, enters. At the center of the room is a 10&#039; high platform with four steep and uneven staircases leading up to it. Atop it, in the light, stands a woman, dressed in dark blue robes, and dirty blonde hair. It seems like she&#039;s the source of the singing. The woman is Charlotte Callow.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400641</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400641"/>
		<updated>2021-06-07T06:15:27Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Locations of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in a strip mall near River Passage and Castle. Part of an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police. Sebby tracked down Ryan but had little luck getting anything from her.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, is working toward opening a drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, sought out Kara. He admitted to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. &lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol there. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabelled hypodermic needles, each filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby began to lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left...&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400231</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400231"/>
		<updated>2021-05-27T18:05:14Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Current Investigation: The Callow Murder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police. Sebby tracked down Ryan but had little luck getting anything from her.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, is working toward opening a drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, sought out Kara. He admitted to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. &lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol there. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabelled hypodermic needles, each filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby began to lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left...&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400209</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400209"/>
		<updated>2021-05-26T22:42:39Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Current Investigation: The Callow Murder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police. Sebby tracked down Ryan but had little luck getting anything from her.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, is working toward opening a drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, sought out kara. He admitted to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. &lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol there. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabelled hypodermic needles, each filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby began to lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left...&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400208</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400208"/>
		<updated>2021-05-26T22:36:40Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Current Investigation: The Callow Murder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, wants to open drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, admits to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. &lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol next to the mattress. Long, blonde hairs were stretched across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door was a crude tripwire alarm system. There was a large box full of unlabeled hypodermic needles, each one filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (unrelated mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus. Sebby began to lead Baku out, with the cop balked by a locked door on the roof. Meanwhile, Garry broke into the apartment Baku had just left...&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400207</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=400207"/>
		<updated>2021-05-26T22:33:59Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: Added investigation info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* [[Roger Wilson, Rift of Odin]] (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
[[City_of_Mists:_Order_of_the_Watchtower:Order_of_the_Watchtower|Order of the watchtower]] Crewbook&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
* Marksmans Investigations, four or five blocks from the center of downtown&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;br /&gt;
&lt;br /&gt;
==Current Investigation: The Callow Murder==&lt;br /&gt;
&lt;br /&gt;
*  Christian Jensen, an actor and star of True Witchcraft, had begun a romance with Christine Callow. Soon after Christine was found dead in her apartment. Rumor has it a jealous fan of Jensen&#039;s was the culprit. Leaked police info Roger found says that there were no signs of forced entry or exit, nor a gun on the crime scene, just three 9mm bullets in Charlotte&#039;s chest. The only sign that anyone else had been in there was the sheer number of fallen objects from the tables and walls. The police report said it&#039;d been ransacked, but photos seemed to indicate something more along the lines of a gust of wind. Neighbours reported hearing sounds of another female in the apartment (who didn&#039;t seem to actually say anything, just kind of screamed aggressively) and massive gusts of wind outside the windows which one tenant swears smelt faintly of the sea. There are tabloid stories of Christian Jensen&#039;s deteriorating mental state in the month since.&lt;br /&gt;
* Detective Jude, lead in the Callow murder investigation, recently retired. His replacement is a woman, Maya Ryan - the Watchtower has no info on her, which seems suspicious. Minerva wants to know if Ryan is trustworthy, and asked Baku and Sebby to investigate the murder and check out what&#039;s going on with the police.&lt;br /&gt;
* Alan &amp;quot;Pretty Penny&amp;quot; Golden, a drag queen, wants to open drag bar. He told Garry that his husband has been acting weird, jumpy and paranoid. Taking late night walks. And had an unexpected large amount of money show up in his bank account. Garry agreed to help and find out what&#039;s going on.&lt;br /&gt;
* Richard Golden, Alan&#039;s husband, admits to having blackmailed a woman he thinks is the Callow killer. Someone (probably that woman) then left him a note on his pillow: &amp;quot;Leave me alone, or I&#039;ll kill you.&amp;quot; They are  obviously somewhat stealthy. Richard claims he can feel people&#039;s guilt, and knows the stuff that people regret doing most; that&#039;s how he found out. He asked Kara to help clean up the situation. &lt;br /&gt;
* Roger received intel from Hugin and Mugin about the murder, and his investigations uncovered some of the crime scene details. When Kara advised him she was heading out to investigate, he warned Kara about the murderer possibly having supernatural wind powers.&lt;br /&gt;
* Kara investigated the target&#039;s apartment. Tiny and barren, like a hideout. Occupant&#039;s mail is addressed to a Mara Tatum. There was a pistol next to the mattress. She stretched long, blonde hairs across both the windows and the door, to detect intrusion. Mara&#039;s clothes include all manner of identity-hiding accessories. Strung across the door, as well, is a crude tripwire system that seems like it would trigger an alarm. There&#039;s a large box full of unlabeled hypodermic needles, each one filled with a mysterious bright red liquid.&lt;br /&gt;
* Baku and Sebby end up at the Callow murder scene by different paths. Baku surprised someone inside, who grabbed a shotgun, and started threatening Baku with it. Baku escaped out the window. Garry was upstairs on a (mundane) job. He sent Kuruudo to help. A cop was nearby and heard the ruckus.Meanwhile, Garry broke into the apartment Baku had just left...&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=399805</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=399805"/>
		<updated>2021-05-14T06:21:32Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Mythos Theme: Monster Hunter (Divination) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Character in the [[City of Mists: Order of the Watchtower]] campaign&lt;br /&gt;
&lt;br /&gt;
== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
Attention: 1&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Roger&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Garry&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Maybe it was the vodka, but one night the crows on the roof of the gym had seemed a sympathetic audience to tell his troubles to. It never clicked on him until later - what did he know about Norse myths? But Hugin, or Munin, or both were there amongst the mundane black-feathered crowd. Now Roger knew that he believed he had been created somehow by someone unknown. They hadn&#039;t really talked about it, which left a little tension, but he hadn&#039;t seemed to have told anyone else either. Discretion was a good thing for a teammate to have.&lt;br /&gt;
*It had been the first time he was sure someone actually &#039;&#039;saw&#039;&#039; him, through the Mist. He&#039;d been surprised that she saw him, but her only visible reaction was a slight flinch and narrowing of the eyes. Sangfroid some called it, and quite aptly in Kara&#039;s case. That reaction made him hesitate just long enough for him to curb his instincts, despite being hot on the trail, despite her standing over a fresh body... despite those fangs. He&#039;d seen her too. She&#039;d smelled wrong, but not the same. And she wasn&#039;t reacting the way the creature he&#039;d been tracking should. They&#039;d talked rather than fought. Kara hadn&#039;t been his prey, but rather another hunter. What she&#039;d told him about the skin-changer explained why it got away from him before: he couldn&#039;t track the thing through a body-swap. Together they&#039;d come up with the idea to use a sting as a kind of beacon...&lt;br /&gt;
*He was still a little baffled by Garry. He&#039;d never understood those Japanese cartoons, with their weird iconography. Nosebleeds and sweat drops? The old myths felt more real to him than the new ones, he guessed. But strange or not, Garry did put in the effort. Evgeniy got it from a stupid zombie movie, but Rule Number 1 : Cardio was a good rule, and Garry respected it. He wasn&#039;t sure if he had the instinct for actual fighting, but he had the build for it, and now he&#039;d taught him some basic techniques.&lt;br /&gt;
&lt;br /&gt;
=== Other Notes ===&lt;br /&gt;
&lt;br /&gt;
Twice hunted dog things - a man-eating thing that also raided graveyards (where he first sensed it) that was his first conscious hunt, and a black dog that gave everyone on one block nightmares and was making sick people die, his most recent one. The first he tracked down to a cave nearby. His best guess is it was a Psoglav, a Serbian monster. The last he still doesn&#039;t know - seems like every culture everywhere has black dog stories. The weird thing is that both times he found himself taking a shape like a big cat with razor tentacles to fight them. He was more of a cat person than a dog person anyhow, but he felt something was happening there; he doesn&#039;t like dogs. And the last showed him his powers really did extended into dreams; he&#039;s trying to figure those out. &lt;br /&gt;
&lt;br /&gt;
One of his students is Anya, a middle-aged woman training more for challenge than anything else, is the one who alerted him to the recent black dog - she mentioned her grandfather was sick and having trouble sleeping. He never actually told her anything about the incident, but he thinks maybe she&#039;s been looking at him a little different since.&lt;br /&gt;
&lt;br /&gt;
One of his early students, Erik, turned out to be a lawyer, and warned him to get a liability waiver for students to sign. He&#039;s comped him on lessons for some business and legal advice since.&lt;br /&gt;
&lt;br /&gt;
He&#039;s made a good impression on most of the students without really realizing it.&lt;br /&gt;
&lt;br /&gt;
He hasn&#039;t had any direct threats financial-wise, but his landlord is a bit nitpicky, and has given him surprise bills for incidental damage before. Margins are tight, so any unexpected expenses or drop in income is a problem.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=399568</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=399568"/>
		<updated>2021-05-06T01:48:22Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Crew Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Character in the [[City of Mists: Order of the Watchtower]] campaign&lt;br /&gt;
&lt;br /&gt;
== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Roger&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Garry&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Maybe it was the vodka, but one night the crows on the roof of the gym had seemed a sympathetic audience to tell his troubles to. It never clicked on him until later - what did he know about Norse myths? But Hugin, or Munin, or both were there amongst the mundane black-feathered crowd. Now Roger knew that he believed he had been created somehow by someone unknown. They hadn&#039;t really talked about it, which left a little tension, but he hadn&#039;t seemed to have told anyone else either. Discretion was a good thing for a teammate to have.&lt;br /&gt;
*It had been the first time he was sure someone actually &#039;&#039;saw&#039;&#039; him, through the Mist. He&#039;d been surprised that she saw him, but her only visible reaction was a slight flinch and narrowing of the eyes. Sangfroid some called it, and quite aptly in Kara&#039;s case. That reaction made him hesitate just long enough for him to curb his instincts, despite being hot on the trail, despite her standing over a fresh body... despite those fangs. He&#039;d seen her too. She&#039;d smelled wrong, but not the same. And she wasn&#039;t reacting the way the creature he&#039;d been tracking should. They&#039;d talked rather than fought. Kara hadn&#039;t been his prey, but rather another hunter. What she&#039;d told him about the skin-changer explained why it got away from him before: he couldn&#039;t track the thing through a body-swap. Together they&#039;d come up with the idea to use a sting as a kind of beacon...&lt;br /&gt;
*He was still a little baffled by Garry. He&#039;d never understood those Japanese cartoons, with their weird iconography. Nosebleeds and sweat drops? The old myths felt more real to him than the new ones, he guessed. But strange or not, Garry did put in the effort. Evgeniy got it from a stupid zombie movie, but Rule Number 1 : Cardio was a good rule, and Garry respected it. He wasn&#039;t sure if he had the instinct for actual fighting, but he had the build for it, and now he&#039;d taught him some basic techniques.&lt;br /&gt;
&lt;br /&gt;
=== Other Notes ===&lt;br /&gt;
&lt;br /&gt;
Twice hunted dog things - a man-eating thing that also raided graveyards (where he first sensed it) that was his first conscious hunt, and a black dog that gave everyone on one block nightmares and was making sick people die, his most recent one. The first he tracked down to a cave nearby. His best guess is it was a Psoglav, a Serbian monster. The last he still doesn&#039;t know - seems like every culture everywhere has black dog stories. The weird thing is that both times he found himself taking a shape like a big cat with razor tentacles to fight them. He was more of a cat person than a dog person anyhow, but he felt something was happening there; he doesn&#039;t like dogs. And the last showed him his powers really did extended into dreams; he&#039;s trying to figure those out. &lt;br /&gt;
&lt;br /&gt;
One of his students is Anya, a middle-aged woman training more for challenge than anything else, is the one who alerted him to the recent black dog - she mentioned her grandfather was sick and having trouble sleeping. He never actually told her anything about the incident, but he thinks maybe she&#039;s been looking at him a little different since.&lt;br /&gt;
&lt;br /&gt;
One of his early students, Erik, turned out to be a lawyer, and warned him to get a liability waiver for students to sign. He&#039;s comped him on lessons for some business and legal advice since.&lt;br /&gt;
&lt;br /&gt;
He&#039;s made a good impression on most of the students without really realizing it.&lt;br /&gt;
&lt;br /&gt;
He hasn&#039;t had any direct threats financial-wise, but his landlord is a bit nitpicky, and has given him surprise bills for incidental damage before. Margins are tight, so any unexpected expenses or drop in income is a problem.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=399567</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=399567"/>
		<updated>2021-05-05T22:45:53Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Evgeniy Mura (Baku), Rift of The Baku */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Character in the [[City of Mists: Order of the Watchtower]] campaign&lt;br /&gt;
&lt;br /&gt;
== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Maybe it was the vodka, but one night the crows on the roof of the gym had seemed a sympathetic audience to tell his troubles to. It never clicked on him until later - what did he know about Norse myths? But Hugin, or Munin, or both were there amongst the mundane black-feathered crowd. Now Roger/Odin knew that he believed he had been created somehow by someone unknown. They hadn&#039;t really talked about it, which left a little tension, but he hadn&#039;t seemed to have told anyone else either. Discretion was a good thing for a teammate to have.&lt;br /&gt;
*It had been the first time he was sure someone actually &#039;&#039;saw&#039;&#039; him, through the Mist. He&#039;d been surprised that she saw him, but her only visible reaction was a slight flinch and narrowing of the eyes. Sangfroid some called it, and quite aptly in her case. That reaction made him hesitate just long enough for him to curb his instincts, despite being hot on the trail, despite her standing over a fresh body... despite those fangs. He&#039;d seen her too. She&#039;d smelled wrong, but not the same. And she wasn&#039;t reacting the way the creature he&#039;d been tracking should. They&#039;d talked rather than fought. Kara hadn&#039;t been his prey, but rather another hunter. What she&#039;d told him about the skin-changer explained why it got away from him before: he couldn&#039;t track the thing through a body-swap. Together they&#039;d come up with the idea to use a sting as a kind of beacon...&lt;br /&gt;
*He was still a little baffled by Garry. He&#039;d never understood those Japanese cartoons, with their weird iconography. Nosebleeds and sweat drops? The old myths felt more real to him than the new ones, he guessed. But strange or not, Garry did put in the effort. Evgeniy got it from a stupid zombie movie, but Rule Number 1 : Cardio was a good rule, and Garry respected it. He wasn&#039;t sure if he had the instinct for actual fighting, but he had the build for it, and now he&#039;d taught him some basic techniques.&lt;br /&gt;
&lt;br /&gt;
=== Other Notes ===&lt;br /&gt;
&lt;br /&gt;
Twice hunted dog things - a man-eating thing that also raided graveyards (where he first sensed it) that was his first conscious hunt, and a black dog that gave everyone on one block nightmares and was making sick people die, his most recent one. The first he tracked down to a cave nearby. His best guess is it was a Psoglav, a Serbian monster. The last he still doesn&#039;t know - seems like every culture everywhere has black dog stories. The weird thing is that both times he found himself taking a shape like a big cat with razor tentacles to fight them. He was more of a cat person than a dog person anyhow, but he felt something was happening there; he doesn&#039;t like dogs. And the last showed him his powers really did extended into dreams; he&#039;s trying to figure those out. &lt;br /&gt;
&lt;br /&gt;
One of his students is Anya, a middle-aged woman training more for challenge than anything else, is the one who alerted him to the recent black dog - she mentioned her grandfather was sick and having trouble sleeping. He never actually told her anything about the incident, but he thinks maybe she&#039;s been looking at him a little different since.&lt;br /&gt;
&lt;br /&gt;
One of his early students, Erik, turned out to be a lawyer, and warned him to get a liability waiver for students to sign. He&#039;s comped him on lessons for some business and legal advice since.&lt;br /&gt;
&lt;br /&gt;
He&#039;s made a good impression on most of the students without really realizing it.&lt;br /&gt;
&lt;br /&gt;
He hasn&#039;t had any direct threats financial-wise, but his landlord is a bit nitpicky, and has given him surprise bills for incidental damage before. Margins are tight, so any unexpected expenses or drop in income is a problem.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=399136</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=399136"/>
		<updated>2021-04-23T19:34:40Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Crew Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Character in the [[City of Mists: Order of the Watchtower]] campaign&lt;br /&gt;
&lt;br /&gt;
== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Maybe it was the vodka, but one night the crows on the roof of the gym had seemed a sympathetic audience to tell his troubles to. It never clicked on him until later - what did he know about Norse myths? But Hugin, or Munin, or both were there amongst the mundane black-feathered crowd. Now Roger/Odin knew that he believed he had been created somehow by someone unknown. They hadn&#039;t really talked about it, which left a little tension, but he hadn&#039;t seemed to have told anyone else either. Discretion was a good thing for a teammate to have.&lt;br /&gt;
*It had been the first time he was sure someone actually &#039;&#039;saw&#039;&#039; him, through the Mist. He&#039;d been surprised that she saw him, but her only visible reaction was a slight flinch and narrowing of the eyes. Sangfroid some called it, and quite aptly in her case. That reaction made him hesitate just long enough for him to curb his instincts, despite being hot on the trail, despite her standing over a fresh body... despite those fangs. He&#039;d seen her too. She&#039;d smelled wrong, but not the same. And she wasn&#039;t reacting the way the creature he&#039;d been tracking should. They&#039;d talked rather than fought. Kara hadn&#039;t been his prey, but rather another hunter. What she&#039;d told him about the skin-changer explained why it got away from him before: he couldn&#039;t track the thing through a body-swap. Together they&#039;d come up with the idea to use a sting as a kind of beacon...&lt;br /&gt;
*He was still a little baffled by Garry. He&#039;d never understood those Japanese cartoons, with their weird iconography. Nosebleeds and sweat drops? The old myths felt more real to him than the new ones, he guessed. But strange or not, Garry did put in the effort. Evgeniy got it from a stupid zombie movie, but Rule Number 1 : Cardio was a good rule, and Garry respected it. He wasn&#039;t sure if he had the instinct for actual fighting, but he had the build for it, and now he&#039;d taught him some basic techniques.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=399135</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=399135"/>
		<updated>2021-04-23T18:57:12Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Crew Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Character in the [[City of Mists: Order of the Watchtower]] campaign&lt;br /&gt;
&lt;br /&gt;
== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Maybe it was the vodka, but one night the crows on the roof of the gym had seemed a sympathetic audience to tell his troubles to. It never clicked on him until later - what did he know about Norse myths? But Hugin, or Munin, or both were there amongst the mundane black-feathered crowd. Now Roger/Odin knew that he believed he had been created somehow by someone unknown. They hadn&#039;t really talked about it, which left a little tension, but he hadn&#039;t seemed to have told anyone else either. Discretion was a good thing for a teammate to have.&lt;br /&gt;
*It had been the first time he was sure someone actually &#039;&#039;saw&#039;&#039; him, through the Mist. He&#039;d been surprised that she saw him, but her only visible reaction was a slight flinch and narrowing of the eyes. Sangfroid some called it, and quite aptly in her case. That reaction made him hesitate just long enough for him to curb his instincts, despite being hot on the trail, despite her standing over a fresh body... despite those fangs. He&#039;d seen her too. She&#039;d smelled wrong, but not the same. And she wasn&#039;t reacting the way the creature he&#039;d been tracking should. They&#039;d talked rather than fought. Kara hadn&#039;t been his prey, but rather another hunter. What she&#039;d told him about the skin-changer explained why it got away from him before: he couldn&#039;t track the thing through a body-swap. Together they&#039;d come up with the idea to use a sting as a kind of beacon...&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=399134</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=399134"/>
		<updated>2021-04-23T18:56:44Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Crew Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Character in the [[City of Mists: Order of the Watchtower]] campaign&lt;br /&gt;
&lt;br /&gt;
== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Maybe it was the vodka, but one night the crows on the roof of the gym had seemed a sympathetic audience to tell his troubles to. It never clicked on him until later - what did he know about Norse myths? But Hugin, or Munin, or both were there amongst the mundane black-feathered crowd. Now Roger/Odin knew that he believed he had been created somehow by someone unknown. They hadn&#039;t really talked about it, which left a little tension, but he hadn&#039;t seemed to have told anyone else either. Discretion was a good thing for a teammate to have.&lt;br /&gt;
*It had been the first time he was sure someone actually &#039;&#039;saw&#039;&#039; him, through the Mist. He&#039;d been surprised that she saw him, but her only visible reaction was a slight flinch and narrowing of the eyes. Sangfroid some called it, and quite aptly in her case. That reaction made him hesitate just long enough for him to curb his instincts, despite being hot on the trail, despite her standing over a fresh body... despite those fangs. He&#039;d seen her too. She&#039;d smelled wrong, but not the same. And she wasn&#039;t reacting the way the creature he&#039;d been tracking should. They&#039;d talked rather than fought. Kara hadn&#039;t been his prey, but rather another hunter. What she&#039;d told him about the skin-changer explained why it got away from him before: he couldn&#039;t track the thing through a body-swap. Together they&#039;d come up with the idea to use a sting as a kind of tracker...&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=399007</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=399007"/>
		<updated>2021-04-19T21:16:32Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Locations of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* Roger, Rift of Odin (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
* Rainbow resource &amp;amp; community center, found on the corner of Main Street and the queer district, this building is the centre of the queer communities activities.&lt;br /&gt;
* The Brass Serpent Gym, in an old lowrise block of buildings in a low-rent district. Evgeniy (Baku) has a tiny apartment above it.&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=398923</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=398923"/>
		<updated>2021-04-17T22:42:11Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Character in the [[City of Mists: Order of the Watchtower]] campaign&lt;br /&gt;
&lt;br /&gt;
== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Maybe it was the vodka, but one night the crows on the roof of the gym had seemed a sympathetic audience to tell his troubles to. It never clicked on him until later - what did he know about Norse myths? But Hugin, or Munin, or both were there amongst the mundane black-feathered crowd. Now Roger/Odin knew that he believed he had been created somehow by someone unknown. They hadn&#039;t really talked about it, which left a little tension, but he hadn&#039;t seemed to have told anyone else either. Discretion was a good thing for a teammate to have.&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=398915</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=398915"/>
		<updated>2021-04-17T22:08:30Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Crew Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=398893</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=398893"/>
		<updated>2021-04-17T17:21:43Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Mythos Theme: Monster Hunter (Divination) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
*Enter someone&#039;s dreams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
*Hunting compulsion&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Bivol-1200x798.jpg&amp;diff=398864</id>
		<title>File:Bivol-1200x798.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Bivol-1200x798.jpg&amp;diff=398864"/>
		<updated>2021-04-17T01:13:26Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=398862</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=398862"/>
		<updated>2021-04-17T01:13:00Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Evgeniy Mura (Baku), Rift of The Baku */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
[[File:bivol-1200x798.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=398819</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=398819"/>
		<updated>2021-04-16T01:16:27Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Crew Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=398818</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=398818"/>
		<updated>2021-04-16T01:16:04Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Evgeniy Mura (Baku), Rift of The Baku */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;br /&gt;
&lt;br /&gt;
=== Crew Relationships ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption: example table&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Help&lt;br /&gt;
! Hurt&lt;br /&gt;
|-&lt;br /&gt;
| Kara &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sebby &lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| Odin&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| BlueRain&lt;br /&gt;
| &lt;br /&gt;
|  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Baku&amp;diff=398817</id>
		<title>Baku</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Baku&amp;diff=398817"/>
		<updated>2021-04-16T00:18:48Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: Initial version of Baku&amp;#039;s character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evgeniy Mura (Baku), Rift of [https://en.wikipedia.org/wiki/Baku_(mythology) The Baku] ==&lt;br /&gt;
&lt;br /&gt;
=== Looks ===&lt;br /&gt;
&lt;br /&gt;
A tough-looking fellow, lean, muscular and well-built, with the somewhat Asian look common in eastern Russia. A bit slab-faced, but not unhandsome, with a little scarring around his eyes that doesn&#039;t really give away his one-time profession as an MMA fighter. His body, though, is marked with numerous and unusual scars, somewhat hidden by tattoos. Deep-voiced, he speaks with a noticeable Russian accent.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Evgeniy Mura only realized recently that most people do not have so many gaps in their memory. They felt natural, and they&#039;d always been there. The gaps had never bothered him. Save one, of course - the one that changed everything. That one had been different.&lt;br /&gt;
&lt;br /&gt;
For one thing, it had been the first time he had ever woken with the taste of blood on his tongue, and parts of ... something, something not human - strewn around him. The blood was splashed all over his face as well, as he had found out when he looked in the mirror. Green blood. And what had been staring back at him... The cuts had been only superficial, but who knows if he still had the bad luck? He hadn&#039;t really noticed any. And when he&#039;d wrapped a towel around his hand, and gone back into the other room - there was nothing there. That&#039;s how the Mist worked, he&#039;d found out.&lt;br /&gt;
&lt;br /&gt;
Some time in that gap he&#039;d become a rift, and moved to the City.&lt;br /&gt;
&lt;br /&gt;
The last things he remembered before that yawning gap were joking with his trainer Maxim in his beat-up VAZ 2112 on the road to a bout in Tbilisi, and jogging out to the ring, feeling pretty confident. He&#039;d built up a good record, the style he&#039;d adapted from MMA training and what his father taught him was hard for people to figure out the first time, and his opponent was bigger but had the look of someone who&#039;d spent too much time partying and not enough training.&lt;br /&gt;
&lt;br /&gt;
The actual fight was lost in the gap.&lt;br /&gt;
&lt;br /&gt;
Yeah, the name was a bit unusual. Russian mother and Japanese father. They had met after - he didn&#039;t know if he should call it Nomonhan or Khalkhin-Gol. Gunso (Sargeant) Hirano Mura of the Imperial Japanese Army had been captured in that battle - he&#039;d actually spoken with Zhukov, he liked to remind people. That was before Zhukov was a famous name. Afterward, the Japanese had preferred to list their prisoners as killed, to maintain some sort of honour. At least 3000 could not return home. His father was sent to work in a camp near Vladivostok, where his mother was a nurse. They married not long after Mura was considered rehabilitated.&lt;br /&gt;
&lt;br /&gt;
A couple of the places they lived before ending up in Baku were lost in the gaps. But he remembered fishing in Lake Baikal, and one little village in deep woods that seemed untouched by time. Most of his memories were about Baku. Oil city; it had a distinctive smell. It was even his nickname on the MMA circuit.&lt;br /&gt;
&lt;br /&gt;
The gaps had been rare, since the big one. In the last few years he&#039;d begun to understand the City a little, and how he&#039;d been changed. He started the gym - he couldn&#039;t fight for money any more, lest he lose control and tear someone apart, but he could still teach. He hunted monsters. And he had been digging into that one big gap.&lt;br /&gt;
&lt;br /&gt;
When he&#039;d found that picture in the library, with that harmless tapir look, he&#039;d had to laugh. Belatedly, he remembered that his father had even mentioned the Baku once, when he&#039;d had a nightmare as a kid. A Baku from Baku, called Baku. Someone - someone or something - had completely changed his life as some kind of sick joke, and he had to live it. One day they would meet, and he would have some questions.&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Dream-Eating Chimera (Adaptation) ===&lt;br /&gt;
&lt;br /&gt;
The Baku (a Japanese mythological creature) is a chimera, a magical being made out of leftover parts of other animals, created to devour nightmares. In some sources it&#039;s pictured as a vaguely tapir-like thing with a trunk. Those are a little off the mark... Baku can change himself to counter the dark or phantasmal entities he encounters. Baku not only has chimerical mythos powers, he also suspects he was somehow created deliberately to emulate this namesake....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Who created this monstrosity?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Adapt to my prey&#039;s abilities&lt;br /&gt;
*Claws, horns and tentacles&lt;br /&gt;
*Nightmare-devouring maws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Harder to transform in bright light&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Monster Hunter (Divination) ===&lt;br /&gt;
&lt;br /&gt;
Baku is endowed with supernatural senses that allow him to stay one step ahead of those he hunts, and an instinctive compulsion to hunt them that is difficult to resist. As far as he can tell, his &#039;monster-dar&#039; is triggered by supernatural creatures that actively afflict innocent humans. It seems infallible, and whatever triggers it, he will be driven to pursue. When no monsters come his way, he will seek them out. Monster-hunting isn&#039;t really a choice for him, and he wasn&#039;t really out to save the world before, but now that he&#039;s seen some of the darker things hidden in the Mist, if he had the choice, he suspects he might do it anyway. It&#039;d be nice to have the option, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Where is my prey?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tags:&#039;&#039;&#039;&lt;br /&gt;
*Sniff out monsters and nightmares&lt;br /&gt;
*Instinctive dodge&lt;br /&gt;
*Predator senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Less effective against sleepers&lt;br /&gt;
&lt;br /&gt;
=== Mythos Theme: Nightmare of Nightmares (Subversion) ===&lt;br /&gt;
&lt;br /&gt;
When Baku strikes, it&#039;s usually too late for his prey. Shapeshifting to confound detection, pouncing from a mantle of darkness, he strikes with a speed honed by instinct and vanishes back into the night. His hunts can even cross the waking world into dream.&lt;br /&gt;
&lt;br /&gt;
Monsters too were driven to violence mostly by instinct. But it had to mean something that his instinct was to help others, surely?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery:&#039;&#039;&#039; Am I truly different from what I hunt?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Meld into the dark&lt;br /&gt;
*Pounce from the shadows&lt;br /&gt;
*Throw off a monster&#039;s senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Mistaken for a monster&lt;br /&gt;
&lt;br /&gt;
=== Logos Theme: Brass Serpent Gym (Routine) ===&lt;br /&gt;
&lt;br /&gt;
Those who can&#039;t, teach? Well, he still could, but it wasn&#039;t safe, especially for others. When he&#039;s not prowling the City, Baku teaches martial arts in small classes. He preferred the sound of the gym&#039;s name in Russian, but it was okay in English. His own MMA style was influenced by what his Okinawan father taught him; now he teaches it to others. He teaches young adults and adults, never children. He&#039;s holding on to his gym despite its money problems, not only because of his love for the place, but also because it&#039;s his only remaining tie to his life before awakening as a rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; This place keeps me grounded&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power tags:&#039;&#039;&#039;&lt;br /&gt;
*Martial arts instructor&lt;br /&gt;
*Tonfa&lt;br /&gt;
*Loyal students&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness tags:&#039;&#039;&#039;&lt;br /&gt;
*Money is always short&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=398816</id>
		<title>City of Mists: Order of the Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=City_of_Mists:_Order_of_the_Watchtower&amp;diff=398816"/>
		<updated>2021-04-15T23:51:30Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;We protect the City from What Hides in the Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Kara Miller|Kara Miller, the Vampire]] (Chaomancer)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Sebby|Sebby]], Saint of Snipers (Aurebesh)&lt;br /&gt;
* Roger, Rift of Odin (Muskrat)&lt;br /&gt;
* [[Baku|Baku, Rift of The Baku, from Baku]] (oakfed)&lt;br /&gt;
* [[City_of_Mists:_Order_of_the_Watchtower:Garry_Nuthean|Garry Nuthean]], Rift of BlueRain (Herodarwin)&lt;br /&gt;
&lt;br /&gt;
==Locations of Note==&lt;br /&gt;
&lt;br /&gt;
* The Watch House, in the Old Quarter, acts as a lodge for the Outer Circle of the Order, and a base of operations for the crew.&lt;br /&gt;
* Kara&#039;s loft apartment.&lt;br /&gt;
&lt;br /&gt;
==Important NPCs==&lt;br /&gt;
* Minerva Xiang&lt;br /&gt;
* Samantha&lt;br /&gt;
* Kuruudo&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=388570</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=388570"/>
		<updated>2020-09-22T04:28:10Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 7&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
HD: 7d8 Hit points: 45 Current Hit Points: 45&lt;br /&gt;
&lt;br /&gt;
Initiative +2&lt;br /&gt;
&lt;br /&gt;
Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
&lt;br /&gt;
AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
Strength 8 (-1)&lt;br /&gt;
&lt;br /&gt;
Dexterity 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Intelligence 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Wisdom 17 (+3)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
Fortitude +6 (Dr6 +5, CON +1)&lt;br /&gt;
&lt;br /&gt;
Reflex +4 (Dr6 +2, DEX +2)&lt;br /&gt;
&lt;br /&gt;
Will +8 (Dr6 +5, WIS +3)&lt;br /&gt;
&lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +5 &lt;br /&gt;
&lt;br /&gt;
Melee +5 (BAB +5, STR -1, Size +1)&lt;br /&gt;
&lt;br /&gt;
Ranged +8 (BAB +5, DEX +2, Size +1)&lt;br /&gt;
&lt;br /&gt;
Club +5 (1d4-1) &lt;br /&gt;
&lt;br /&gt;
Sling +8 (1d3-1)&lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. Phanatons retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to attacks against them. They cannot, however, use the run action while climbing. &lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 5d8+10 (32 hp) Current HP: 32&lt;br /&gt;
*Initiative: +5&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 20 (+5 Dex, +3 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +6, Ref +9, Will +2&lt;br /&gt;
*Attacks: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +3/+6&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent, evasion&lt;br /&gt;
*Skills: Balance +13, Climb +11, Stealth +13*, Jump +11, Perception +7&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Stay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
*Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.&lt;br /&gt;
&lt;br /&gt;
== Wild Shape Forms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leopard&#039;&#039;&#039;&lt;br /&gt;
*STR 16 DEX 19 CON 15 &lt;br /&gt;
*Fort +7 Ref +6 Will +8&lt;br /&gt;
*Size M Move 40 Climb 20&lt;br /&gt;
*AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11&lt;br /&gt;
*Melee +8 (BAB +5, STR +3) Ranged +9 (BAB +5, DEX +4)&lt;br /&gt;
*Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): 2 attacks +8 melee (1d3+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Hawk&#039;&#039;&#039;&lt;br /&gt;
*STR 12 DEX 22 CON 15 &lt;br /&gt;
*Fort +6 Ref +8 Will +8&lt;br /&gt;
*Size M Move 10 Fly 80 (average)&lt;br /&gt;
*AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13&lt;br /&gt;
*Melee +6 (BAB +5, STR +1) Ranged +11 (BAB +5, DEX +6)&lt;br /&gt;
*2 claws +6 melee (1d4+1) and bite +1 melee (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocodile&#039;&#039;&#039;&lt;br /&gt;
*STR 19 DEX 12 CON 17 &lt;br /&gt;
*Fort +8 Ref +3 Will +8&lt;br /&gt;
*Size M Move 20 Swim 30&lt;br /&gt;
*AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14&lt;br /&gt;
*Melee +9 (BAB +5, STR +4) Ranged +6 (BAB +5, DEX +1)&lt;br /&gt;
*Bite +9 melee (1d8+6) or tail slap +9 melee (1d12+6)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Badger&#039;&#039;&#039;&lt;br /&gt;
*STR 14 DEX 17 CON 19 &lt;br /&gt;
*Fort +9 Ref +5 Will +8&lt;br /&gt;
*Size M Move 30 Burrow 10&lt;br /&gt;
*AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13&lt;br /&gt;
*Melee +7 (BAB +5, STR +2) Ranged +8 (BAB +5, DEX +3)&lt;br /&gt;
*2 claws +7 melee (1d4+2) and bite +2 melee (1d6+1)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Ranks: (4+1) x 4 + (4+1) x 6 = 50&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +11 (CON +1, 10 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +7 (CHA +1, 6 ranks)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Forgery +1 (INT +1) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +6 (WIS +3, Healing Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Nature Sense +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +13 (WIS +3, 10 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +5 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Search +1 (INT +1)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Nature Sense +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
&lt;br /&gt;
*Wild Empathy +10 (CHA +1, Druid levels +7, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Companion Spellbond: You may share spells with your Animal Companion at a range of 30’, and may cast Touch spells on your Animal Companion at Close-range.&lt;br /&gt;
*Fiery Burst: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.&lt;br /&gt;
*Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 6/5/4/3/1&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance x2, Light, Resistance&lt;br /&gt;
*1st (DC 14): Cure Light Wounds, &amp;lt;s&amp;gt;Snowshoes&amp;lt;/s&amp;gt;,  Entangle, Babau Slime&lt;br /&gt;
*2nd (DC 15): &amp;lt;s&amp;gt;Barkskin&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Mass Snake&#039;s Swiftness&amp;lt;/s&amp;gt;, Earthbind, Blinding Spittle&lt;br /&gt;
*3rd (DC 14): Water Breathing, &amp;lt;s&amp;gt;Mass Resist Energy&amp;lt;/s&amp;gt;, Fire Wings*&lt;br /&gt;
*4th (DC 15):&lt;br /&gt;
&lt;br /&gt;
 * : Fire spell for Fiery Burst&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110] Daily charges left: 2 of 3&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 46 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*   0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure&lt;br /&gt;
*   0 Staff of the Medic (5.0 lbs) - from party treasure&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*300 Scrolls - 2nd Lvl&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
*150 Focus for Fire Wings spell (golden phoenix amulet)&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RHoD_Loot&amp;diff=388155</id>
		<title>RHoD Loot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RHoD_Loot&amp;diff=388155"/>
		<updated>2020-09-11T05:18:43Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Vraath Keep Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of items yet to be settled up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== From wagon near Cold Creek bridge ==&lt;br /&gt;
&lt;br /&gt;
adamantine battleaxe&lt;br /&gt;
&lt;br /&gt;
== From Vraath Keep ==&lt;br /&gt;
&lt;br /&gt;
=== Carried by enemies ===&lt;br /&gt;
&lt;br /&gt;
Small size +1 studded leather armor x2&lt;br /&gt;
&lt;br /&gt;
Small size MW scimitar x2&lt;br /&gt;
&lt;br /&gt;
Small size MW composite shortbow x2&lt;br /&gt;
&lt;br /&gt;
Mundane chainmail, heavy steel shield, longsword, composite longbow (+1 Str) x4&lt;br /&gt;
&lt;br /&gt;
80 arrows&lt;br /&gt;
&lt;br /&gt;
Potion of cure light wounds x4&lt;br /&gt;
&lt;br /&gt;
Potion of cure moderate wounds x2&lt;br /&gt;
&lt;br /&gt;
MW greataxe&lt;br /&gt;
&lt;br /&gt;
MW breastplate&lt;br /&gt;
&lt;br /&gt;
Wand (bone white, set with a smoky quartz)&lt;br /&gt;
&lt;br /&gt;
Bag of holding (type I)&lt;br /&gt;
&lt;br /&gt;
Scroll of mount (inside bag)&lt;br /&gt;
&lt;br /&gt;
Elixir of truth x2 (inside bag)&lt;br /&gt;
&lt;br /&gt;
243 gp&lt;br /&gt;
&lt;br /&gt;
2,980 sp&lt;br /&gt;
&lt;br /&gt;
A folded map shoved roughly into the bag.&lt;br /&gt;
&lt;br /&gt;
=== Found in hobgoblin barracks ===&lt;br /&gt;
&lt;br /&gt;
a tightly-knotted pouch with 350 gold pieces. &lt;br /&gt;
&lt;br /&gt;
a leather cord bearing five large humanoid finger bones, from different hands and of different ages&lt;br /&gt;
&lt;br /&gt;
=== Found in Koth&#039;s room ===&lt;br /&gt;
&lt;br /&gt;
Small, crude maps of various parts of the Vale and the Wyrmsmokes. There are numerous notes written in Goblin and Draconic. The Goblin ones mostly speak of troop movements, timetables, and other army logistics. Most of the Draconic writing refers to some &amp;quot;grand liturgy of liberation,&amp;quot; which appears to involve magic on a large scale. There are references to placing totems, but their exact locations are not specified. The overall goal of this is not detailed, but there are some notes pondering how many deaths will be necessary. One paper seems to be a list of allied tribes; Veryacas recognizes half a dozen tribal names, but there are at least twice that many he has never heard of before. Below is a shorter list of what seem to be named individuals, perhaps chieftains or champions. &amp;quot;Blood Ghosts&amp;quot; is notable among the former.&lt;br /&gt;
&lt;br /&gt;
There is a cryptic letter referring to &amp;quot;Saarvith and Regiarix, and their little project in the swamps,&amp;quot; with notes indicating that they had better be done in time or the High Wyrmlord will not be pleased.&lt;br /&gt;
&lt;br /&gt;
=== Tower Roof ===&lt;br /&gt;
&lt;br /&gt;
Bugbear spirit horn&lt;br /&gt;
&lt;br /&gt;
=== Vraath Keep Treasury ===&lt;br /&gt;
&lt;br /&gt;
Six coin-filled coffers; a total of 2,500 silver, 2,100 gold, and 120 heavy platinum pieces. The devices are strange, apparently pertaining to the vanished Kingdom of Rhest, but the metal seems pure enough.&lt;br /&gt;
&lt;br /&gt;
Four coffers containing legal documents: letters of credit (long since expired), certificates of birth, marriage and death for people centuries gone, and the like. Buried among them is a large, important-looking document bearing the mark of House Sivis, the House of the Scribes. It is a deed, declaring the bearer to be the true and lawful owner of Vraath Keep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ring of Feather Falling&#039;&#039;&#039; from Lord Vraath&#039;s finger&lt;br /&gt;
&lt;br /&gt;
Originally in a chest, there are:&lt;br /&gt;
&lt;br /&gt;
*A small wyvern skull&lt;br /&gt;
*&#039;&#039;&#039;Immovable Rod&#039;&#039;&#039;. A drab black iron bar, about three feet long, with a small bump or button at one end. &lt;br /&gt;
&lt;br /&gt;
Allocated:&lt;br /&gt;
&lt;br /&gt;
*Returned to Warklegnaw - &#039;&#039;&#039;+1 Large size spiked gauntlet&#039;&#039;&#039; made of moose antler and heavy leather straps, sized for something about twice human height. Made by forest ogres, probably once carried by a chief or druid. &lt;br /&gt;
*Given to Ch&#039;Watikk - &#039;&#039;&#039;Staff of the Medic&#039;&#039;&#039; (21 charges; Used 1). Can be used to cast cure critical wounds (4d8+12), remove disease or neutralize poison for 1 charge each, or revivify for 3 charges. A five-foot staff of pale gray wood, the top intricately carved to resemble a cluster of flowering plants. Ch&#039;watikk recognizes sage, betony, heal-all, boneset, horehound and others - all healing herbs. They are decorated with tiny chips of Eberron dragonshards.&lt;br /&gt;
*Given to Veryacas - &#039;&#039;&#039;Least Fiendslayer Crystal&#039;&#039;&#039; (adheres to a weapon and causes that weapon to deal +1d6 damage to evil outsiders) from Lord Vraath&#039;s sword&#039;s pommel&lt;br /&gt;
*Given to Nadir - &#039;&#039;&#039;Wand of rainbow blast&#039;&#039;&#039; (11 charges). A slender wand, sixteen inches long and white as snow. The Khyber shard at its tip sparkles with all the colors of the rainbow.&lt;br /&gt;
*Given to Ch&#039;Watikk - &#039;&#039;&#039;Lesser Metamagic Enlarge Rod.&#039;&#039;&#039; A rod of dark, polished wood, two feet in length. One end is carved to resemble a serpent, and it has a tiny Khyber dragonshard in its mouth.&lt;br /&gt;
&lt;br /&gt;
=== Manticore&#039;s Nest ===&lt;br /&gt;
&lt;br /&gt;
210 gold and eight platinum &lt;br /&gt;
&lt;br /&gt;
a filthy cloak of very fine workmanship, worth a few hundred if cleaned. &lt;br /&gt;
&lt;br /&gt;
a silver necklace set with small pearls, that had been hung from a branch&lt;br /&gt;
&lt;br /&gt;
== From Bridge ==&lt;br /&gt;
&lt;br /&gt;
Miscellaneous mundane armor, daggers, etc, I&#039;m not detailing unless specifically asked.&lt;br /&gt;
&lt;br /&gt;
Approximately 140 arrows of hobgoblin make&lt;br /&gt;
&lt;br /&gt;
Four MW longswords&lt;br /&gt;
&lt;br /&gt;
Four mighty composite longbows (+1 Str)&lt;br /&gt;
&lt;br /&gt;
MW bastard sword&lt;br /&gt;
&lt;br /&gt;
MW mighty composite longbow (+1 Str)&lt;br /&gt;
&lt;br /&gt;
6 pearls embedded in the scales of Ozzyrandion&#039;s chest&lt;br /&gt;
&lt;br /&gt;
Allocated&lt;br /&gt;
*Given to Grenanthal - Amulet of Health +2 &lt;br /&gt;
&lt;br /&gt;
Unallocated&lt;br /&gt;
*+1 breastplate engraved with the Red Hand symbol&lt;br /&gt;
*Four potions of cure light wounds&lt;br /&gt;
*Potion of cure moderate wounds&lt;br /&gt;
*Potion of cure serious wounds&lt;br /&gt;
*Potion of bull&#039;s strength&lt;br /&gt;
*Potion of invisibility&lt;br /&gt;
*Bracers of Armor +3&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=388154</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=388154"/>
		<updated>2020-09-11T05:14:28Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 7&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
HD: 7d8 Hit points: 45 Current Hit Points: 45&lt;br /&gt;
&lt;br /&gt;
Initiative +2&lt;br /&gt;
&lt;br /&gt;
Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
&lt;br /&gt;
AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
Strength 8 (-1)&lt;br /&gt;
&lt;br /&gt;
Dexterity 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Intelligence 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Wisdom 17 (+3)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
Fortitude +6 (Dr6 +5, CON +1)&lt;br /&gt;
&lt;br /&gt;
Reflex +4 (Dr6 +2, DEX +2)&lt;br /&gt;
&lt;br /&gt;
Will +8 (Dr6 +5, WIS +3)&lt;br /&gt;
&lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +5 &lt;br /&gt;
&lt;br /&gt;
Melee +5 (BAB +5, STR -1, Size +1)&lt;br /&gt;
&lt;br /&gt;
Ranged +8 (BAB +5, DEX +2, Size +1)&lt;br /&gt;
&lt;br /&gt;
Club +5 (1d4-1) &lt;br /&gt;
&lt;br /&gt;
Sling +8 (1d3-1)&lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. Phanatons retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to attacks against them. They cannot, however, use the run action while climbing. &lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 5d8+10 (32 hp) Current HP: 32&lt;br /&gt;
*Initiative: +5&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 20 (+5 Dex, +3 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +6, Ref +9, Will +2&lt;br /&gt;
*Attacks: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +3/+6&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent, evasion&lt;br /&gt;
*Skills: Balance +13, Climb +11, Stealth +13*, Jump +11, Perception +7&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Stay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
*Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.&lt;br /&gt;
&lt;br /&gt;
== Wild Shape Forms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leopard&#039;&#039;&#039;&lt;br /&gt;
*STR 16 DEX 19 CON 15 &lt;br /&gt;
*Fort +7 Ref +6 Will +8&lt;br /&gt;
*Size M Move 40 Climb 20&lt;br /&gt;
*AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11&lt;br /&gt;
*Melee +8 (BAB +5, STR +3) Ranged +9 (BAB +5, DEX +4)&lt;br /&gt;
*Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): 2 attacks +8 melee (1d3+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Hawk&#039;&#039;&#039;&lt;br /&gt;
*STR 12 DEX 22 CON 15 &lt;br /&gt;
*Fort +6 Ref +8 Will +8&lt;br /&gt;
*Size M Move 10 Fly 80 (average)&lt;br /&gt;
*AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13&lt;br /&gt;
*Melee +6 (BAB +5, STR +1) Ranged +11 (BAB +5, DEX +6)&lt;br /&gt;
*2 claws +6 melee (1d4+1) and bite +1 melee (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocodile&#039;&#039;&#039;&lt;br /&gt;
*STR 19 DEX 12 CON 17 &lt;br /&gt;
*Fort +8 Ref +3 Will +8&lt;br /&gt;
*Size M Move 20 Swim 30&lt;br /&gt;
*AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14&lt;br /&gt;
*Melee +9 (BAB +5, STR +4) Ranged +6 (BAB +5, DEX +1)&lt;br /&gt;
*Bite +9 melee (1d8+6) or tail slap +9 melee (1d12+6)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Badger&#039;&#039;&#039;&lt;br /&gt;
*STR 14 DEX 17 CON 19 &lt;br /&gt;
*Fort +9 Ref +5 Will +8&lt;br /&gt;
*Size M Move 30 Burrow 10&lt;br /&gt;
*AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13&lt;br /&gt;
*Melee +7 (BAB +5, STR +2) Ranged +8 (BAB +5, DEX +3)&lt;br /&gt;
*2 claws +7 melee (1d4+2) and bite +2 melee (1d6+1)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Ranks: (4+1) x 4 + (4+1) x 6 = 50&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +11 (CON +1, 10 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +7 (CHA +1, 6 ranks)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Forgery +1 (INT +1) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +6 (WIS +3, Healing Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Nature Sense +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +13 (WIS +3, 10 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +5 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Search +1 (INT +1)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Nature Sense +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
&lt;br /&gt;
*Wild Empathy +10 (CHA +1, Druid levels +7, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Companion Spellbond: You may share spells with your Animal Companion at a range of 30’, and may cast Touch spells on your Animal Companion at Close-range.&lt;br /&gt;
*Fiery Burst: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.&lt;br /&gt;
*Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 6/5/4/3/1&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance x2, Light, Resistance&lt;br /&gt;
*1st (DC 14): Cure Light Wounds, &amp;lt;s&amp;gt;Snowshoes&amp;lt;/s&amp;gt;,  Entangle, Babau Slime&lt;br /&gt;
*2nd (DC 15): &amp;lt;s&amp;gt;Barkskin&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Mass Snake&#039;s Swiftness&amp;lt;/s&amp;gt;, Earthbind, Blinding Spittle&lt;br /&gt;
*3rd (DC 14): Water Breathing, &amp;lt;s&amp;gt;Mass Resist Energy&amp;lt;/s&amp;gt;, Fire Wings*&lt;br /&gt;
*4th (DC 15):&lt;br /&gt;
&lt;br /&gt;
 * : Fire spell for Fiery Burst&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 46 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*   0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure&lt;br /&gt;
*   0 Staff of the Medic (5.0 lbs) - from party treasure&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*300 Scrolls - 2nd Lvl&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
*150 Focus for Fire Wings spell (golden phoenix amulet)&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RHoD_Loot&amp;diff=388153</id>
		<title>RHoD Loot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RHoD_Loot&amp;diff=388153"/>
		<updated>2020-09-11T05:12:42Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Vraath Keep Treasury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of items yet to be settled up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== From wagon near Cold Creek bridge ==&lt;br /&gt;
&lt;br /&gt;
adamantine battleaxe&lt;br /&gt;
&lt;br /&gt;
== From Vraath Keep ==&lt;br /&gt;
&lt;br /&gt;
=== Carried by enemies ===&lt;br /&gt;
&lt;br /&gt;
Small size +1 studded leather armor x2&lt;br /&gt;
&lt;br /&gt;
Small size MW scimitar x2&lt;br /&gt;
&lt;br /&gt;
Small size MW composite shortbow x2&lt;br /&gt;
&lt;br /&gt;
Mundane chainmail, heavy steel shield, longsword, composite longbow (+1 Str) x4&lt;br /&gt;
&lt;br /&gt;
80 arrows&lt;br /&gt;
&lt;br /&gt;
Potion of cure light wounds x4&lt;br /&gt;
&lt;br /&gt;
Potion of cure moderate wounds x2&lt;br /&gt;
&lt;br /&gt;
MW greataxe&lt;br /&gt;
&lt;br /&gt;
MW breastplate&lt;br /&gt;
&lt;br /&gt;
Wand (bone white, set with a smoky quartz)&lt;br /&gt;
&lt;br /&gt;
Bag of holding (type I)&lt;br /&gt;
&lt;br /&gt;
Scroll of mount (inside bag)&lt;br /&gt;
&lt;br /&gt;
Elixir of truth x2 (inside bag)&lt;br /&gt;
&lt;br /&gt;
243 gp&lt;br /&gt;
&lt;br /&gt;
2,980 sp&lt;br /&gt;
&lt;br /&gt;
A folded map shoved roughly into the bag.&lt;br /&gt;
&lt;br /&gt;
=== Found in hobgoblin barracks ===&lt;br /&gt;
&lt;br /&gt;
a tightly-knotted pouch with 350 gold pieces. &lt;br /&gt;
&lt;br /&gt;
a leather cord bearing five large humanoid finger bones, from different hands and of different ages&lt;br /&gt;
&lt;br /&gt;
=== Found in Koth&#039;s room ===&lt;br /&gt;
&lt;br /&gt;
Small, crude maps of various parts of the Vale and the Wyrmsmokes. There are numerous notes written in Goblin and Draconic. The Goblin ones mostly speak of troop movements, timetables, and other army logistics. Most of the Draconic writing refers to some &amp;quot;grand liturgy of liberation,&amp;quot; which appears to involve magic on a large scale. There are references to placing totems, but their exact locations are not specified. The overall goal of this is not detailed, but there are some notes pondering how many deaths will be necessary. One paper seems to be a list of allied tribes; Veryacas recognizes half a dozen tribal names, but there are at least twice that many he has never heard of before. Below is a shorter list of what seem to be named individuals, perhaps chieftains or champions. &amp;quot;Blood Ghosts&amp;quot; is notable among the former.&lt;br /&gt;
&lt;br /&gt;
There is a cryptic letter referring to &amp;quot;Saarvith and Regiarix, and their little project in the swamps,&amp;quot; with notes indicating that they had better be done in time or the High Wyrmlord will not be pleased.&lt;br /&gt;
&lt;br /&gt;
=== Tower Roof ===&lt;br /&gt;
&lt;br /&gt;
Bugbear spirit horn&lt;br /&gt;
&lt;br /&gt;
=== Vraath Keep Treasury ===&lt;br /&gt;
&lt;br /&gt;
Six coin-filled coffers; a total of 2,500 silver, 2,100 gold, and 120 heavy platinum pieces. The devices are strange, apparently pertaining to the vanished Kingdom of Rhest, but the metal seems pure enough.&lt;br /&gt;
&lt;br /&gt;
Four coffers containing legal documents: letters of credit (long since expired), certificates of birth, marriage and death for people centuries gone, and the like. Buried among them is a large, important-looking document bearing the mark of House Sivis, the House of the Scribes. It is a deed, declaring the bearer to be the true and lawful owner of Vraath Keep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ring of Feather Falling&#039;&#039;&#039; from Lord Vraath&#039;s finger&lt;br /&gt;
&lt;br /&gt;
Originally in a chest, there are:&lt;br /&gt;
&lt;br /&gt;
*A small wyvern skull&lt;br /&gt;
*&#039;&#039;&#039;Immovable Rod&#039;&#039;&#039;. A drab black iron bar, about three feet long, with a small bump or button at one end. &lt;br /&gt;
&lt;br /&gt;
Allocated:&lt;br /&gt;
&lt;br /&gt;
*Returned to Warklegnaw - &#039;&#039;&#039;+1 Large size spiked gauntlet&#039;&#039;&#039; made of moose antler and heavy leather straps, sized for something about twice human height. Made by forest ogres, probably once carried by a chief or druid. &lt;br /&gt;
*Given to Ch&#039;Watikk - &#039;&#039;&#039;Staff of the Medic&#039;&#039;&#039; (21 charges). Can be used to cast cure critical wounds (4d8+12), remove disease or neutralize poison for 1 charge each, or revivify for 3 charges. A five-foot staff of pale gray wood, the top intricately carved to resemble a cluster of flowering plants. Ch&#039;watikk recognizes sage, betony, heal-all, boneset, horehound and others - all healing herbs. They are decorated with tiny chips of Eberron dragonshards.&lt;br /&gt;
*Given to Veryacas - &#039;&#039;&#039;Least Fiendslayer Crystal&#039;&#039;&#039; (adheres to a weapon and causes that weapon to deal +1d6 damage to evil outsiders) from Lord Vraath&#039;s sword&#039;s pommel&lt;br /&gt;
*Given to Nadir - &#039;&#039;&#039;Wand of rainbow blast&#039;&#039;&#039; (11 charges). A slender wand, sixteen inches long and white as snow. The Khyber shard at its tip sparkles with all the colors of the rainbow.&lt;br /&gt;
*Given to Ch&#039;Watikk - &#039;&#039;&#039;Lesser Metamagic Enlarge Rod.&#039;&#039;&#039; A rod of dark, polished wood, two feet in length. One end is carved to resemble a serpent, and it has a tiny Khyber dragonshard in its mouth.&lt;br /&gt;
&lt;br /&gt;
=== Manticore&#039;s Nest ===&lt;br /&gt;
&lt;br /&gt;
210 gold and eight platinum &lt;br /&gt;
&lt;br /&gt;
a filthy cloak of very fine workmanship, worth a few hundred if cleaned. &lt;br /&gt;
&lt;br /&gt;
a silver necklace set with small pearls, that had been hung from a branch&lt;br /&gt;
&lt;br /&gt;
== From Bridge ==&lt;br /&gt;
&lt;br /&gt;
Miscellaneous mundane armor, daggers, etc, I&#039;m not detailing unless specifically asked.&lt;br /&gt;
&lt;br /&gt;
Approximately 140 arrows of hobgoblin make&lt;br /&gt;
&lt;br /&gt;
Four MW longswords&lt;br /&gt;
&lt;br /&gt;
Four mighty composite longbows (+1 Str)&lt;br /&gt;
&lt;br /&gt;
MW bastard sword&lt;br /&gt;
&lt;br /&gt;
MW mighty composite longbow (+1 Str)&lt;br /&gt;
&lt;br /&gt;
6 pearls embedded in the scales of Ozzyrandion&#039;s chest&lt;br /&gt;
&lt;br /&gt;
Allocated&lt;br /&gt;
*Given to Grenanthal - Amulet of Health +2 &lt;br /&gt;
&lt;br /&gt;
Unallocated&lt;br /&gt;
*+1 breastplate engraved with the Red Hand symbol&lt;br /&gt;
*Four potions of cure light wounds&lt;br /&gt;
*Potion of cure moderate wounds&lt;br /&gt;
*Potion of cure serious wounds&lt;br /&gt;
*Potion of bull&#039;s strength&lt;br /&gt;
*Potion of invisibility&lt;br /&gt;
*Bracers of Armor +3&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=386605</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=386605"/>
		<updated>2020-08-20T23:41:36Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 7&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
HD: 7d8 Hit points: 45 Current Hit Points: 45&lt;br /&gt;
&lt;br /&gt;
Initiative +2&lt;br /&gt;
&lt;br /&gt;
Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
&lt;br /&gt;
AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
Strength 8 (-1)&lt;br /&gt;
&lt;br /&gt;
Dexterity 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Intelligence 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Wisdom 17 (+3)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
Fortitude +6 (Dr6 +5, CON +1)&lt;br /&gt;
&lt;br /&gt;
Reflex +4 (Dr6 +2, DEX +2)&lt;br /&gt;
&lt;br /&gt;
Will +8 (Dr6 +5, WIS +3)&lt;br /&gt;
&lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +5 &lt;br /&gt;
&lt;br /&gt;
Melee +5 (BAB +5, STR -1, Size +1)&lt;br /&gt;
&lt;br /&gt;
Ranged +8 (BAB +5, DEX +2, Size +1)&lt;br /&gt;
&lt;br /&gt;
Club +5 (1d4-1) &lt;br /&gt;
&lt;br /&gt;
Sling +8 (1d3-1)&lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. Phanatons retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to attacks against them. They cannot, however, use the run action while climbing. &lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 5d8+10 (32 hp) Current HP: 32&lt;br /&gt;
*Initiative: +5&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 20 (+5 Dex, +3 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +6, Ref +9, Will +2&lt;br /&gt;
*Attacks: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +3/+6&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent, evasion&lt;br /&gt;
*Skills: Balance +13, Climb +11, Stealth +13*, Jump +11, Perception +7&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Stay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
*Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.&lt;br /&gt;
&lt;br /&gt;
== Wild Shape Forms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leopard&#039;&#039;&#039;&lt;br /&gt;
*STR 16 DEX 19 CON 15 &lt;br /&gt;
*Fort +7 Ref +6 Will +8&lt;br /&gt;
*Size M Move 40 Climb 20&lt;br /&gt;
*AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11&lt;br /&gt;
*Melee +8 (BAB +5, STR +3) Ranged +9 (BAB +5, DEX +4)&lt;br /&gt;
*Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): 2 attacks +8 melee (1d3+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Hawk&#039;&#039;&#039;&lt;br /&gt;
*STR 12 DEX 22 CON 15 &lt;br /&gt;
*Fort +6 Ref +8 Will +8&lt;br /&gt;
*Size M Move 10 Fly 80 (average)&lt;br /&gt;
*AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13&lt;br /&gt;
*Melee +6 (BAB +5, STR +1) Ranged +11 (BAB +5, DEX +6)&lt;br /&gt;
*2 claws +6 melee (1d4+1) and bite +1 melee (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocodile&#039;&#039;&#039;&lt;br /&gt;
*STR 19 DEX 12 CON 17 &lt;br /&gt;
*Fort +8 Ref +3 Will +8&lt;br /&gt;
*Size M Move 20 Swim 30&lt;br /&gt;
*AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14&lt;br /&gt;
*Melee +9 (BAB +5, STR +4) Ranged +6 (BAB +5, DEX +1)&lt;br /&gt;
*Bite +9 melee (1d8+6) or tail slap +9 melee (1d12+6)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Badger&#039;&#039;&#039;&lt;br /&gt;
*STR 14 DEX 17 CON 19 &lt;br /&gt;
*Fort +9 Ref +5 Will +8&lt;br /&gt;
*Size M Move 30 Burrow 10&lt;br /&gt;
*AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13&lt;br /&gt;
*Melee +7 (BAB +5, STR +2) Ranged +8 (BAB +5, DEX +3)&lt;br /&gt;
*2 claws +7 melee (1d4+2) and bite +2 melee (1d6+1)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Ranks: (4+1) x 4 + (4+1) x 6 = 50&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +11 (CON +1, 10 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +7 (CHA +1, 6 ranks)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Forgery +1 (INT +1) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +6 (WIS +3, Healing Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Nature Sense +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +13 (WIS +3, 10 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +5 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Search +1 (INT +1)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Nature Sense +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
&lt;br /&gt;
*Wild Empathy +10 (CHA +1, Druid levels +7, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Companion Spellbond: You may share spells with your Animal Companion at a range of 30’, and may cast Touch spells on your Animal Companion at Close-range.&lt;br /&gt;
*Fiery Burst: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.&lt;br /&gt;
*Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 6/5/4/3/1&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance x2, Light, Resistance&lt;br /&gt;
*1st (DC 14): Cure Light Wounds, &amp;lt;s&amp;gt;Snowshoes&amp;lt;/s&amp;gt;,  Entangle, Babau Slime&lt;br /&gt;
*2nd (DC 15): &amp;lt;s&amp;gt;Barkskin&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Mass Snake&#039;s Swiftness&amp;lt;/s&amp;gt;, Earthbind, Blinding Spittle&lt;br /&gt;
*3rd (DC 14): Water Breathing, &amp;lt;s&amp;gt;Mass Resist Energy&amp;lt;/s&amp;gt;, Fire Wings*&lt;br /&gt;
*4th (DC 15):&lt;br /&gt;
&lt;br /&gt;
 * : Fire spell for Fiery Burst&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 46 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*   0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*300 Scrolls - 2nd Lvl&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
*150 Focus for Fire Wings spell (golden phoenix amulet)&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=386258</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=386258"/>
		<updated>2020-08-14T05:52:08Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 7&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
HD: 7d8 Hit points: 45 Current Hit Points: 45&lt;br /&gt;
&lt;br /&gt;
Initiative +2&lt;br /&gt;
&lt;br /&gt;
Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
&lt;br /&gt;
AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
Strength 8 (-1)&lt;br /&gt;
&lt;br /&gt;
Dexterity 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Intelligence 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Wisdom 17 (+3)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
Fortitude +6 (Dr6 +5, CON +1)&lt;br /&gt;
&lt;br /&gt;
Reflex +4 (Dr6 +2, DEX +2)&lt;br /&gt;
&lt;br /&gt;
Will +8 (Dr6 +5, WIS +3)&lt;br /&gt;
&lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +5 &lt;br /&gt;
&lt;br /&gt;
Melee +5 (BAB +5, STR -1, Size +1)&lt;br /&gt;
&lt;br /&gt;
Ranged +8 (BAB +5, DEX +2, Size +1)&lt;br /&gt;
&lt;br /&gt;
Club +5 (1d4-1) &lt;br /&gt;
&lt;br /&gt;
Sling +8 (1d3-1)&lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. Phanatons retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to attacks against them. They cannot, however, use the run action while climbing. &lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 5d8+10 (32 hp) Current HP: 32&lt;br /&gt;
*Initiative: +5&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 20 (+5 Dex, +3 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +6, Ref +9, Will +2&lt;br /&gt;
*Attacks: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +3/+6&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent, evasion&lt;br /&gt;
*Skills: Balance +13, Climb +11, Stealth +13*, Jump +11, Perception +7&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Stay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
*Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.&lt;br /&gt;
&lt;br /&gt;
== Wild Shape Forms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leopard&#039;&#039;&#039;&lt;br /&gt;
*STR 16 DEX 19 CON 15 &lt;br /&gt;
*Fort +7 Ref +6 Will +8&lt;br /&gt;
*Size M Move 40 Climb 20&lt;br /&gt;
*AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11&lt;br /&gt;
*Melee +8 (BAB +5, STR +3) Ranged +9 (BAB +5, DEX +4)&lt;br /&gt;
*Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): 2 attacks +8 melee (1d3+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Hawk&#039;&#039;&#039;&lt;br /&gt;
*STR 12 DEX 22 CON 15 &lt;br /&gt;
*Fort +6 Ref +8 Will +8&lt;br /&gt;
*Size M Move 10 Fly 80 (average)&lt;br /&gt;
*AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13&lt;br /&gt;
*Melee +6 (BAB +5, STR +1) Ranged +11 (BAB +5, DEX +6)&lt;br /&gt;
*2 claws +6 melee (1d4+1) and bite +1 melee (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocodile&#039;&#039;&#039;&lt;br /&gt;
*STR 19 DEX 12 CON 17 &lt;br /&gt;
*Fort +8 Ref +3 Will +8&lt;br /&gt;
*Size M Move 20 Swim 30&lt;br /&gt;
*AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14&lt;br /&gt;
*Melee +9 (BAB +5, STR +4) Ranged +6 (BAB +5, DEX +1)&lt;br /&gt;
*Bite +9 melee (1d8+6) or tail slap +9 melee (1d12+6)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Badger&#039;&#039;&#039;&lt;br /&gt;
*STR 14 DEX 17 CON 19 &lt;br /&gt;
*Fort +9 Ref +5 Will +8&lt;br /&gt;
*Size M Move 30 Burrow 10&lt;br /&gt;
*AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13&lt;br /&gt;
*Melee +7 (BAB +5, STR +2) Ranged +8 (BAB +5, DEX +3)&lt;br /&gt;
*2 claws +7 melee (1d4+2) and bite +2 melee (1d6+1)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Ranks: (4+1) x 4 + (4+1) x 6 = 50&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +11 (CON +1, 10 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +7 (CHA +1, 6 ranks)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Forgery +1 (INT +1) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +6 (WIS +3, Healing Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Nature Sense +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +13 (WIS +3, 10 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +5 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Search +1 (INT +1)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Nature Sense +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
&lt;br /&gt;
*Wild Empathy +10 (CHA +1, Druid levels +7, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Companion Spellbond: You may share spells with your Animal Companion at a range of 30’, and may cast Touch spells on your Animal Companion at Close-range.&lt;br /&gt;
*Fiery Burst: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.&lt;br /&gt;
*Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 6/5/4/3/1&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance x2, Light, Resistance&lt;br /&gt;
*1st (DC 14): Cure Light Wounds, &amp;lt;s&amp;gt;Snowshoes&amp;lt;/s&amp;gt;,  Entangle, Babau Slime&lt;br /&gt;
*2nd (DC 15): &amp;lt;s&amp;gt;Barkskin&amp;lt;/s&amp;gt;, Mass Snake&#039;s Swiftness, Earthbind, Blinding Spittle&lt;br /&gt;
*3rd (DC 14): Water Breathing, &amp;lt;s&amp;gt;Mass Resist Energy&amp;lt;/s&amp;gt;, Fire Wings*&lt;br /&gt;
*4th (DC 15):&lt;br /&gt;
&lt;br /&gt;
 * : Fire spell for Fiery Burst&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 46 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*   0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*300 Scrolls - 2nd Lvl&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
*150 Focus for Fire Wings spell (golden phoenix amulet)&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=384754</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=384754"/>
		<updated>2020-07-23T06:20:08Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 7&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
HD: 7d8 Hit points: 45 Current Hit Points: 45&lt;br /&gt;
&lt;br /&gt;
Initiative +2&lt;br /&gt;
&lt;br /&gt;
Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
&lt;br /&gt;
AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 16&lt;br /&gt;
&lt;br /&gt;
Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
Strength 8 (-1)&lt;br /&gt;
&lt;br /&gt;
Dexterity 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Intelligence 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Wisdom 17 (+3)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
Fortitude +6 (Dr6 +5, CON +1)&lt;br /&gt;
&lt;br /&gt;
Reflex +4 (Dr6 +2, DEX +2)&lt;br /&gt;
&lt;br /&gt;
Will +8 (Dr6 +5, WIS +3)&lt;br /&gt;
&lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +5 &lt;br /&gt;
&lt;br /&gt;
Melee +5 (BAB +5, STR -1, Size +1)&lt;br /&gt;
&lt;br /&gt;
Ranged +8 (BAB +5, DEX +2, Size +1)&lt;br /&gt;
&lt;br /&gt;
Club +5 (1d4-1) &lt;br /&gt;
&lt;br /&gt;
Sling +8 (1d3-1)&lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. Phanatons retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to attacks against them. They cannot, however, use the run action while climbing. &lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 5d8+10 (32 hp) Current HP: 32&lt;br /&gt;
*Initiative: +5&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 20 (+5 Dex, +3 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +6, Ref +9, Will +2&lt;br /&gt;
*Attacks: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +3/+6&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent, evasion&lt;br /&gt;
*Skills: Balance +13, Climb +11, Stealth +13*, Jump +11, Perception +7&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Stay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
*Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.&lt;br /&gt;
&lt;br /&gt;
== Wild Shape Forms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leopard&#039;&#039;&#039;&lt;br /&gt;
*STR 16 DEX 19 CON 15 &lt;br /&gt;
*Fort +7 Ref +6 Will +8&lt;br /&gt;
*Size M Move 40 Climb 20&lt;br /&gt;
*AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11&lt;br /&gt;
*Melee +8 (BAB +5, STR +3) Ranged +9 (BAB +5, DEX +4)&lt;br /&gt;
*Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): 2 attacks +8 melee (1d3+1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Hawk&#039;&#039;&#039;&lt;br /&gt;
*STR 12 DEX 22 CON 15 &lt;br /&gt;
*Fort +6 Ref +8 Will +8&lt;br /&gt;
*Size M Move 10 Fly 80 (average)&lt;br /&gt;
*AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13&lt;br /&gt;
*Melee +6 (BAB +5, STR +1) Ranged +11 (BAB +5, DEX +6)&lt;br /&gt;
*2 claws +6 melee (1d4+1) and bite +1 melee (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocodile&#039;&#039;&#039;&lt;br /&gt;
*STR 19 DEX 12 CON 17 &lt;br /&gt;
*Fort +8 Ref +3 Will +8&lt;br /&gt;
*Size M Move 20 Swim 30&lt;br /&gt;
*AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14&lt;br /&gt;
*Melee +9 (BAB +5, STR +4) Ranged +6 (BAB +5, DEX +1)&lt;br /&gt;
*Bite +9 melee (1d8+6) or tail slap +9 melee (1d12+6)&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Badger&#039;&#039;&#039;&lt;br /&gt;
*STR 14 DEX 17 CON 19 &lt;br /&gt;
*Fort +9 Ref +5 Will +8&lt;br /&gt;
*Size M Move 30 Burrow 10&lt;br /&gt;
*AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13&lt;br /&gt;
*Melee +7 (BAB +5, STR +2) Ranged +8 (BAB +5, DEX +3)&lt;br /&gt;
*2 claws +7 melee (1d4+2) and bite +2 melee (1d6+1)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Ranks: (4+1) x 4 + (4+1) x 6 = 50&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +11 (CON +1, 10 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +7 (CHA +1, 6 ranks)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Forgery +1 (INT +1) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +6 (WIS +3, Healing Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Nature Sense +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +13 (WIS +3, 10 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +5 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Search +1 (INT +1)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Nature Sense +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
&lt;br /&gt;
*Wild Empathy +10 (CHA +1, Druid levels +7, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Companion Spellbond: You may share spells with your Animal Companion at a range of 30’, and may cast Touch spells on your Animal Companion at Close-range.&lt;br /&gt;
*Fiery Burst: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.&lt;br /&gt;
*Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 6/5/4/3/1&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance x2, Light, Resistance&lt;br /&gt;
*1st (DC 14): Cure Light Wounds, Snowshoes,  Entangle, Babau Slime&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Earthbind, Blinding Spittle&lt;br /&gt;
*3rd (DC 14): Water Breathing, Mass Resist Energy, Fire Wings*&lt;br /&gt;
*4th (DC 15):&lt;br /&gt;
&lt;br /&gt;
 * : Fire spell for Fiery Burst&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 46 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*   0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*300 Scrolls - 2nd Lvl&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
*150 Focus for Fire Wings spell (golden phoenix amulet)&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RHoD_Loot&amp;diff=378648</id>
		<title>RHoD Loot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RHoD_Loot&amp;diff=378648"/>
		<updated>2020-03-23T23:56:45Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* From Bridge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of items yet to be settled up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== From wagon near Cold Creek bridge ==&lt;br /&gt;
&lt;br /&gt;
adamantine battleaxe&lt;br /&gt;
&lt;br /&gt;
== From Vraath Keep ==&lt;br /&gt;
&lt;br /&gt;
=== Carried by enemies ===&lt;br /&gt;
&lt;br /&gt;
Small size +1 studded leather armor x2&lt;br /&gt;
&lt;br /&gt;
Small size MW scimitar x2&lt;br /&gt;
&lt;br /&gt;
Small size MW composite shortbow x2&lt;br /&gt;
&lt;br /&gt;
Mundane chainmail, heavy steel shield, longsword, composite longbow (+1 Str) x4&lt;br /&gt;
&lt;br /&gt;
80 arrows&lt;br /&gt;
&lt;br /&gt;
Potion of cure light wounds x4&lt;br /&gt;
&lt;br /&gt;
Potion of cure moderate wounds x2&lt;br /&gt;
&lt;br /&gt;
MW greataxe&lt;br /&gt;
&lt;br /&gt;
MW breastplate&lt;br /&gt;
&lt;br /&gt;
Wand (bone white, set with a smoky quartz)&lt;br /&gt;
&lt;br /&gt;
Bag of holding (type I)&lt;br /&gt;
&lt;br /&gt;
Scroll of mount (inside bag)&lt;br /&gt;
&lt;br /&gt;
Elixir of truth x2 (inside bag)&lt;br /&gt;
&lt;br /&gt;
243 gp&lt;br /&gt;
&lt;br /&gt;
2,980 sp&lt;br /&gt;
&lt;br /&gt;
A folded map shoved roughly into the bag.&lt;br /&gt;
&lt;br /&gt;
=== Found in hobgoblin barracks ===&lt;br /&gt;
&lt;br /&gt;
a tightly-knotted pouch with 350 gold pieces. &lt;br /&gt;
&lt;br /&gt;
a leather cord bearing five large humanoid finger bones, from different hands and of different ages&lt;br /&gt;
&lt;br /&gt;
=== Found in Koth&#039;s room ===&lt;br /&gt;
&lt;br /&gt;
Small, crude maps of various parts of the Vale and the Wyrmsmokes. There are numerous notes written in Goblin and Draconic. The Goblin ones mostly speak of troop movements, timetables, and other army logistics. Most of the Draconic writing refers to some &amp;quot;grand liturgy of liberation,&amp;quot; which appears to involve magic on a large scale. There are references to placing totems, but their exact locations are not specified. The overall goal of this is not detailed, but there are some notes pondering how many deaths will be necessary. One paper seems to be a list of allied tribes; Veryacas recognizes half a dozen tribal names, but there are at least twice that many he has never heard of before. Below is a shorter list of what seem to be named individuals, perhaps chieftains or champions. &amp;quot;Blood Ghosts&amp;quot; is notable among the former.&lt;br /&gt;
&lt;br /&gt;
There is a cryptic letter referring to &amp;quot;Saarvith and Regiarix, and their little project in the swamps,&amp;quot; with notes indicating that they had better be done in time or the High Wyrmlord will not be pleased.&lt;br /&gt;
&lt;br /&gt;
=== Tower Roof ===&lt;br /&gt;
&lt;br /&gt;
Bugbear spirit horn&lt;br /&gt;
&lt;br /&gt;
=== Vraath Keep Treasury ===&lt;br /&gt;
&lt;br /&gt;
Six coin-filled coffers; a total of 2,500 silver, 2,100 gold, and 120 heavy platinum pieces. The devices are strange, apparently pertaining to the vanished Kingdom of Rhest, but the metal seems pure enough.&lt;br /&gt;
&lt;br /&gt;
Four coffers containing legal documents: letters of credit (long since expired), certificates of birth, marriage and death for people centuries gone, and the like. Buried among them is a large, important-looking document bearing the mark of House Sivis, the House of the Scribes. It is a deed, declaring the bearer to be the true and lawful owner of Vraath Keep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ring of Feather Falling&#039;&#039;&#039; from Lord Vraath&#039;s finger&lt;br /&gt;
&lt;br /&gt;
Originally in a chest, there are:&lt;br /&gt;
&lt;br /&gt;
*A small wyvern skull&lt;br /&gt;
*&#039;&#039;&#039;Immovable Rod&#039;&#039;&#039;. A drab black iron bar, about three feet long, with a small bump or button at one end. &lt;br /&gt;
&lt;br /&gt;
Allocated:&lt;br /&gt;
&lt;br /&gt;
*Returned to Warklegnaw - &#039;&#039;&#039;+1 Large size spiked gauntlet&#039;&#039;&#039; made of moose antler and heavy leather straps, sized for something about twice human height. Made by forest ogres, probably once carried by a chief or druid. &lt;br /&gt;
*Given to Zann - &#039;&#039;&#039;Staff of the Medic&#039;&#039;&#039; (21 charges). Can be used to cast cure critical wounds (4d8+12), remove disease or neutralize poison for 1 charge each, or revivify for 3 charges. A five-foot staff of pale gray wood, the top intricately carved to resemble a cluster of flowering plants. Ch&#039;watikk recognizes sage, betony, heal-all, boneset, horehound and others - all healing herbs. They are decorated with tiny chips of Eberron dragonshards.&lt;br /&gt;
*Given to Veryacas - &#039;&#039;&#039;Least Fiendslayer Crystal&#039;&#039;&#039; (adheres to a weapon and causes that weapon to deal +1d6 damage to evil outsiders) from Lord Vraath&#039;s sword&#039;s pommel&lt;br /&gt;
*Given to Nadir - &#039;&#039;&#039;Wand of rainbow blast&#039;&#039;&#039; (11 charges). A slender wand, sixteen inches long and white as snow. The Khyber shard at its tip sparkles with all the colors of the rainbow.&lt;br /&gt;
*Given to Ch&#039;Watikk - &#039;&#039;&#039;Lesser Metamagic Enlarge Rod.&#039;&#039;&#039; A rod of dark, polished wood, two feet in length. One end is carved to resemble a serpent, and it has a tiny Khyber dragonshard in its mouth.&lt;br /&gt;
&lt;br /&gt;
=== Manticore&#039;s Nest ===&lt;br /&gt;
&lt;br /&gt;
210 gold and eight platinum &lt;br /&gt;
&lt;br /&gt;
a filthy cloak of very fine workmanship, worth a few hundred if cleaned. &lt;br /&gt;
&lt;br /&gt;
a silver necklace set with small pearls, that had been hung from a branch&lt;br /&gt;
&lt;br /&gt;
== From Bridge ==&lt;br /&gt;
&lt;br /&gt;
Miscellaneous mundane armor, daggers, etc, I&#039;m not detailing unless specifically asked.&lt;br /&gt;
&lt;br /&gt;
Approximately 140 arrows of hobgoblin make&lt;br /&gt;
&lt;br /&gt;
Four MW longswords&lt;br /&gt;
&lt;br /&gt;
Four mighty composite longbows (+1 Str)&lt;br /&gt;
&lt;br /&gt;
MW bastard sword&lt;br /&gt;
&lt;br /&gt;
MW mighty composite longbow (+1 Str)&lt;br /&gt;
&lt;br /&gt;
6 pearls embedded in the scales of Ozzyrandion&#039;s chest&lt;br /&gt;
&lt;br /&gt;
Allocated&lt;br /&gt;
*Given to Grenanthal - Amulet of Health +2 &lt;br /&gt;
&lt;br /&gt;
Unallocated&lt;br /&gt;
*+1 breastplate engraved with the Red Hand symbol&lt;br /&gt;
*Four potions of cure light wounds&lt;br /&gt;
*Potion of cure moderate wounds&lt;br /&gt;
*Potion of cure serious wounds&lt;br /&gt;
*Potion of bull&#039;s strength&lt;br /&gt;
*Potion of invisibility&lt;br /&gt;
*Bracers of Armor +3&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340233</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340233"/>
		<updated>2018-06-29T22:36:16Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 16&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
*Base Attack Bonus: +3 &lt;br /&gt;
*Melee +3 (BAB +3, STR -1, Size +1)&lt;br /&gt;
*Ranged +6 (BAB +3, DEX +2, Size +1)&lt;br /&gt;
&lt;br /&gt;
*Club +3 (1d4-1) &lt;br /&gt;
*Sling +6 (1d3-1)&lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; 6 (WIS +3, Healer&#039;s Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340232</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340232"/>
		<updated>2018-06-29T22:32:50Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 16&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; 6 (WIS +3, Healer&#039;s Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340231</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340231"/>
		<updated>2018-06-29T22:08:00Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; 6 (WIS +3, Healer&#039;s Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340230</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340230"/>
		<updated>2018-06-29T22:07:45Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +8 (WIS +3, Healer&#039;s Belt +2 competence, 1 rank) Healer&#039;s Kit +2 circumstance bonus per use&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340227</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340227"/>
		<updated>2018-06-29T22:01:40Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Ch&amp;#039;Watikk (Red Squirrel) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the southern Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +8 (WIS +3, Healer&#039;s Belt +2 competence, Healer&#039;s Kit +2 circumstance, 1 rank)&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340226</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340226"/>
		<updated>2018-06-29T22:00:28Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Animal Companion - Chinikkt Ahow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +8 (WIS +3, Healer&#039;s Belt +2 competence, Healer&#039;s Kit +2 circumstance, 1 rank)&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340225</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340225"/>
		<updated>2018-06-29T21:56:43Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Seek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +8 (WIS +3, Healer&#039;s Belt +2 competence, Healer&#039;s Kit +2 circumstance, 1 rank)&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan, Druidic&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340224</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340224"/>
		<updated>2018-06-29T21:56:12Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Seek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +8 (WIS +3, Healer&#039;s Belt +2 competence, Healer&#039;s Kit +2 circumstance, 1 rank)&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
*Wild Empathy +8 (CHA +1, Druid +5, Handle Animal synergy +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340223</id>
		<title>Ch&#039;Watikk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ch%27Watikk&amp;diff=340223"/>
		<updated>2018-06-29T21:51:12Z</updated>

		<summary type="html">&lt;p&gt;Oakfed: /* Ch&amp;#039;Watikk (Red Squirrel) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Ch&#039;Watikk (Red Squirrel) ==&lt;br /&gt;
&lt;br /&gt;
A tribe of Phanatons live in the deepest parts of the Witchwood, rarely venturing far outside. They do foster a small druidic cult dedicated to a shattered nature deity - Yootikkwavoolchikk, Great Spirit of the World Wood -  that sometimes sends its members far abroad. They do not worship Yootikkwavoolchikk; the spirit is inimical to civilization and indeed to all intelligent life. Rather they seek out and defend or hide fragments of the spirit, and foster practices to keep it asleep, its power scattered. For if the spirit reassembles itself, the world would surely end.&lt;br /&gt;
&lt;br /&gt;
As a young boy, Ch&#039;Watikk (Red Squirrel in Sylvan) began receiving dreams from Yootikkwavoolchikk, marking him to follow in his grandfather&#039;s footsteps as a Druid. He was his grandfather&#039;s favorite, and avidly listened to his tales of his peregrinations in the world of men and elves. When the time came, and the Great Spirit&#039;s dreams began to be filled with goblins, fire, and war, he left his forest home to seek out the source.&lt;br /&gt;
&lt;br /&gt;
A tallish lean Phanaton with large yellow eyes, Ch’Watikk is so named for his ruddy fur and bushy tail. He is extremely curious, especially about magical things and strange creatures. He has a very cheerful demeanour and is rarely gloomy. He can be a bit skittish with strangers, prone to keeping a barrier between them in squirrel fashion, but quick to make friends – and has a very abbreviated sense of ’personal space’.&lt;br /&gt;
&lt;br /&gt;
He looks a little bit like [https://1d4chan.org/images/3/37/Phanaton.gif this].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral Good Male Phanaton Druid 5&#039;&#039;&#039; &lt;br /&gt;
*HD 5d8&lt;br /&gt;
*Hit points 33&lt;br /&gt;
*Initiative +2&lt;br /&gt;
*Speed 25&#039; Climb 25&#039; Glide 40&#039;&lt;br /&gt;
*AC 18 (+1 size, +2 Dex, +3 armor, +1 shield, +1 natural) touch 13, flat-footed 15&lt;br /&gt;
* Size Small (2&#039; 8&amp;quot;, 27lbs)&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 14 (+2)&lt;br /&gt;
*Constitution 12 (+1)&lt;br /&gt;
*Intelligence 12 (+1)&lt;br /&gt;
*Wisdom 17 (+3)&lt;br /&gt;
*Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
 &lt;br /&gt;
*Fortitude +5&lt;br /&gt;
*Reflex +3&lt;br /&gt;
*Will +7 &lt;br /&gt;
+2 when in forests; +4 vs the spell-like abilities of fey&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
*Attack (melee): Club +3 (1d4-1) &lt;br /&gt;
*Attack (ranged:) Sling +6 (1d3-1) &lt;br /&gt;
&lt;br /&gt;
== Racial Abilities ==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Phanatons get -2 Strength, +4 Dexterity, and -2 Constitution. They are very agile, but not physically impressive.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; Phanatons base land speed is 25. They are excellent climbers and have a Climb speed of 25.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; As a Small creature, phanatons get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks, and a -4 size penalty on grapple checks. Phanatons’ carrying capacity is three-quarters of that of a Medium character, and they must use smaller weapons than a Medium character.&lt;br /&gt;
*&#039;&#039;&#039;Natural weapons:&#039;&#039;&#039; A phanaton’s sharp teeth allow it to bite as a secondary natural weapon attack, doing 1d4 damage.&lt;br /&gt;
*&#039;&#039;&#039;Natural armor:&#039;&#039;&#039; A phanaton’s fur gives it a +1 natural armor bonus.&lt;br /&gt;
*&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Phanatons have darkvision out to 60 feet.&lt;br /&gt;
*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Phanatons have a +8 racial bonus on Climb checks, and a +4 racial bonus on Stealth checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.&lt;br /&gt;
*&#039;&#039;&#039;Gliding (Ex):&#039;&#039;&#039; A phanaton may use its wing membranes to glide can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent (with a maneuverability rating of Clumsy). Gliding allows a phanaton to negate damage from a fall of any height. Even if a phanaton’s maneuverability improves, it cannot hover while gliding. Phanatons cannot glide while carrying a Medium or Heavy load.&lt;br /&gt;
*&#039;&#039;&#039;Forest Empathy (Ex):&#039;&#039;&#039; A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Tail (Ex):&#039;&#039;&#039; A phanaton’s prehensile tail allows it to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.&lt;br /&gt;
&lt;br /&gt;
== Class abilities: ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Druid Spells:&#039;&#039;&#039; Ch’Watikk regains druid spells at dawn.&lt;br /&gt;
*&#039;&#039;&#039;Animal Companion (Ex):&#039;&#039;&#039; A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. Ch’Watikk’s animal companion currently has these abilities:&lt;br /&gt;
**&#039;&#039;&#039;Link (Ex):&#039;&#039;&#039; A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.&lt;br /&gt;
**&#039;&#039;&#039;Share Spells (Ex):&#039;&#039;&#039; At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of &amp;quot;You&amp;quot; on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
*&#039;&#039;&#039;Nature Sense (Ex):&#039;&#039;&#039; A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
*&#039;&#039;&#039;Wild Empathy (Ex):&#039;&#039;&#039; A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Stride (Ex):&#039;&#039;&#039; Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.&lt;br /&gt;
*&#039;&#039;&#039;Trackless Step (Ex):&#039;&#039;&#039; Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
*&#039;&#039;&#039;Resist Nature’s Lure (Ex):&#039;&#039;&#039; Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.&lt;br /&gt;
*&#039;&#039;&#039;Wild Shape (Su):&#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The form chosen must be that of an animal the druid is familiar with. The new form’s Hit Dice can’t exceed the character’s druid level. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid&#039;s feet. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid.&lt;br /&gt;
&lt;br /&gt;
== Animal Companion - Chinikkt Ahow ==&lt;br /&gt;
&lt;br /&gt;
*Mountain Lion (leopard)&lt;br /&gt;
*Medium Animal&lt;br /&gt;
*Hit Dice: 3d8+6 (19 hp)&lt;br /&gt;
*Initiative: +4&lt;br /&gt;
*Speed: 40&#039; Climb 20&#039;&lt;br /&gt;
*AC: 17 (+4 Dex, +1 natural, +2 leather barding), touch 14, flat-pawed 13&lt;br /&gt;
*Saves: Fort +5, Ref +7, Will +2&lt;br /&gt;
*Attacks: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)&lt;br /&gt;
*Base Attack/Grapple: +2/+5&lt;br /&gt;
*Special Attacks: Improved grab, pounce, rake 1d3+1&lt;br /&gt;
*Special Qualities: Low-light vision, scent&lt;br /&gt;
*Skills: Balance +12, Climb +11, Stealth +11*, Jump +11, Perception +6&lt;br /&gt;
*Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.&lt;br /&gt;
*Feats: Alertness, Weapon Finesse&lt;br /&gt;
*Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6&lt;br /&gt;
&lt;br /&gt;
*Tricks: Come, Attack, Defend, Down, Guard, Heel, Fetch, Seek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.&lt;br /&gt;
*Pounce (Ex):If a leopard charges a foe, it can make a full attack, including two rake attacks. &lt;br /&gt;
*Rake (Ex): Attack bonus +6 melee, damage 1d3+1.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Appraise +1 (INT +1) &lt;br /&gt;
*Balance +2 (DEX +2) &lt;br /&gt;
*Bluff +1 (CHA +1) &lt;br /&gt;
*Climb +12 (DEX +2, Phanaton +10) &lt;br /&gt;
*&#039;&#039;&#039;Concentration&#039;&#039;&#039; +9 (CON +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Craft&#039;&#039;&#039; +1 (INT +1)&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; +1 (CHA +1)&lt;br /&gt;
*Disguise +1 (CHA +1) &lt;br /&gt;
*Escape Artist +2 (DEX +2) &lt;br /&gt;
*Gather Information +1 (CHA +1)&lt;br /&gt;
*&#039;&#039;&#039;Handle Animal&#039;&#039;&#039; +9 (CHA +1, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Heal&#039;&#039;&#039; +8 (WIS +3, Healer&#039;s Belt +2 competence, Healer&#039;s Kit +2 circumstance, 1 rank)&lt;br /&gt;
*Intimidate +1 (CHA +1) &lt;br /&gt;
*Jump -1 (STR -1)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge (Nature)&#039;&#039;&#039; +13 (INT +1, Druid +2, Survival synergy +2, 8 ranks)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; +11 (WIS +3, 8 ranks)&lt;br /&gt;
*Perform +1 (CHA +1) &lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; +6 (DEX +2, Handle Animal synergy +2, 1 rank)&lt;br /&gt;
*Sense Motive +3 (WIS +3)&lt;br /&gt;
*Stealth +10 (DEX +2, Small +4, Phanaton +4)&lt;br /&gt;
*&#039;&#039;&#039;Spellcraft&#039;&#039;&#039; +2 (INT +1, 1 rank)&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; +10 (WIS +3, Druid +2, 5 ranks) +2 for Knowledge (nature) synergy in aboveground natural environments&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; -1 (STR -1)&lt;br /&gt;
*Use Rope +2 (DEX +2)&lt;br /&gt;
&lt;br /&gt;
Languages Known: Common, Phanaton, Sylvan&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
*Spell Focus (Conjuration): All conjuration spells receive +1 DC.&lt;br /&gt;
*Augment Summoning: All creatures you conjure with Summon spells gain a +4 Enhancement bonus to Strength and Constitution for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
 &lt;br /&gt;
*Spells Per Day 5/4/3/2&lt;br /&gt;
*0th (DC 13): Cure Minor Wounds; Guidance, Light, Read Magic, Resistance&lt;br /&gt;
*1st (DC 14): Charm Animal, Entangle, Longstrider, Produce Flame&lt;br /&gt;
*2nd (DC 15): Barkskin, Mass Snake&#039;s Swiftness, Summon Swarm&lt;br /&gt;
*3rd (DC 14): Greater Magic Fang, Sleet Storm&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
&lt;br /&gt;
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]&lt;br /&gt;
* 190 Darkwood buckler (1.25 lbs)&lt;br /&gt;
* 750 Healing Belt (1 lb) [MIC pp 110]&lt;br /&gt;
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)&lt;br /&gt;
**1 charge: Heals 2d8 points of damage.&lt;br /&gt;
**2 charges: Heals 3d8 points of damage.&lt;br /&gt;
**3 charges: Heals 4d8 points of damage.&lt;br /&gt;
* 750 Wand of Lesser Vigor 50 charges&lt;br /&gt;
* 750 Wand of Speak with Animals 50 charges&lt;br /&gt;
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)&lt;br /&gt;
*2000 Heward&#039;s haversack (5 lbs)&lt;br /&gt;
*   5 Spell component pouch (0.5 lbs)&lt;br /&gt;
* 100 Scrolls - 1st Lvl&lt;br /&gt;
**Obscuring Mist x2&lt;br /&gt;
**Wood Wose&lt;br /&gt;
**Faerie Fire&lt;br /&gt;
&lt;br /&gt;
*450 Scrolls - 2nd Lvl&lt;br /&gt;
**Delay Poison&lt;br /&gt;
**Mass Snake&#039;s Swiftness&lt;br /&gt;
**Resist Energy&lt;br /&gt;
&lt;br /&gt;
* 50 Healer&#039;s Kit&lt;br /&gt;
* 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket&lt;br /&gt;
* 0.8 Signal whistle &lt;br /&gt;
* 1.0 2 lbs soap&lt;br /&gt;
* 0.6 mess kit&lt;br /&gt;
&lt;br /&gt;
* 20 leather barding for Chinikkt Ahow&lt;br /&gt;
* 0 club (3 lbs) normally in haversack&lt;br /&gt;
* 6 sickle (2 lbs) normally in haversack&lt;br /&gt;
* 0.5 sling, 50 bullets (12.5 lbs) normally in haversack&lt;br /&gt;
&lt;br /&gt;
*belt pouch &lt;br /&gt;
*3 gp, 8 sp, 8 cp&lt;/div&gt;</summary>
		<author><name>Oakfed</name></author>
	</entry>
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