<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Strangebehaviour</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Strangebehaviour"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Strangebehaviour"/>
	<updated>2026-05-15T08:53:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=486184</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=486184"/>
		<updated>2026-05-10T16:36:25Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
=Qinan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf (Hollow One) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
=Ability Scores=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aid&#039;&#039;&#039;,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
Hold Person,&lt;br /&gt;
&#039;&#039;&#039;Lesser Restoration&#039;&#039;&#039;,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
Prayer of Healing,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Sending&#039;&#039;&#039;,&lt;br /&gt;
Speak with Dead,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Saving Throws=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Languages Known=&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
=Features and Traits=&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supernatural Gift: Hollow One&#039;&#039;&#039; - As a Hollow One, the void left behind by your departed soul is filled with strange magic. Becoming a Hollow One is a supernatural gift that bestows upon you the following traits:&lt;br /&gt;
:*&#039;&#039;Ageless&#039;&#039; - You don&#039;t age, and effects that would cause you to age don&#039;t work on you.&lt;br /&gt;
:*&#039;&#039;Cling to Life&#039;&#039; - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.&lt;br /&gt;
:*&#039;&#039;Revenance&#039;&#039; - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.&lt;br /&gt;
:*&#039;&#039;Unsettling Presence&#039;&#039; - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can&#039;t be frightened are immune to this feature. Once you use this feature, you can&#039;t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
===Demons and Secret===&lt;br /&gt;
&#039;&#039;&#039;Demon&#039;&#039;&#039; - crisis of faith&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039; - Qinan is a self-aware member of the Holy Dead&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
Potion of healing x4 (2 from chest, 2 from quartermaster)&lt;br /&gt;
Potion of lesser restoration&lt;br /&gt;
Potion of restoration&lt;br /&gt;
&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 3/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486020</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486020"/>
		<updated>2026-04-28T16:31:08Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine(Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Languages: Common, Elvish, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elvish, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486019</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486019"/>
		<updated>2026-04-28T16:30:52Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Languages Known */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine(Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Languages: Common, Elvish, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elvish, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x holy symbols worth 5GP (spell components)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
37 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486018</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486018"/>
		<updated>2026-04-28T16:26:05Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine(Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Languages: Common, Elvish, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x holy symbols worth 5GP (spell components)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
37 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486017</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486017"/>
		<updated>2026-04-28T16:15:34Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Skills and Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine(Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Languages: Common, Elvish, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486016</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486016"/>
		<updated>2026-04-28T16:14:06Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Skills and Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Languages: Common, Elvish, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486015</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486015"/>
		<updated>2026-04-28T16:13:23Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Ability Scores and Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=486014</id>
		<title>Strangebehaviours characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=486014"/>
		<updated>2026-04-28T16:12:42Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* My Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[Nemios_(5e_2024) | Nemios in Curse of Strahd]]&lt;br /&gt;
&lt;br /&gt;
[[Lem_Anaphis_Hyperion | Lem Anaphis in Star Trek: Hyperion (STA 2e)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_(Savage_Sands)| Malakai in Savage Sands (SWADE) ]]&lt;br /&gt;
&lt;br /&gt;
[[Rails_Through_Hell:_Qinan | Qinan in Rails Through Hell (DND 5e/IK)]]&lt;br /&gt;
&lt;br /&gt;
[[Tavish_Kerensky | Tavish Kerensky (Mongoose Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[B5-BeforeTheDawn:CaspianCarmichael | Caspian Carmichael in B5 - Before the Dawn (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
=Retired=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[Jim_Henson&#039;s_Labyrinth:_By_Any_Other_Name | Jim Henson&#039;s Labyrinth: By Any Other Name]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mar 2023 - Mar 2026&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Rekin&#039;s_Refuge | Daggerheart: Rekin&#039;s Refuge]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sept 2025 - March 2026&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[5e_Wildemount_Adventure | The Tides of Retribution (D&amp;amp;D 5e)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Jan 2024 - Dec 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Green and the Grey (Dragon Age)| The Green and the Grey (Dragon Age) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;June 2021 - July 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tribe 8 (1st ed) - The Fallen | The Fallen (Tribe 8 1st Ed) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aug 2020 - Apr 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Star Wars: Built on Hope (WEG) | Built on Hope - alternate timeline Star Wars (WEG 2nd Ed) wiki]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Nov 2020 - Sept 2022&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[White_Plume_Mountain:_Zephyr | Zephyr in White Plume Mountain (DND 2024)]]&lt;br /&gt;
&lt;br /&gt;
[[SHoD_PC07 | Daxian Greyling in Savage Hand of Doom (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Sheltered_Hand:_Briar | Briar in The Sheltered Hand (DND 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Big Damned Heroes: C4 | Gideon in Firefly: Big Damn Heroes (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Nevermore | Nevermore in Smallfolk: 404 Adventure Not Found (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds in their Pockets | Enzo Tameron in Seeds in Their Pockets (Classic Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_Ruskin | Malakai in SWADE: Out of the Badlands]]&lt;br /&gt;
&lt;br /&gt;
[[Jake_Lewis | Jake Lewis in Kult: God&#039;s Away on Business]]&lt;br /&gt;
&lt;br /&gt;
[[SOTDL:_Charracter_5 | Effid in Shadows of a Dry Land (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Zotikos | Zotikos in Mythic Greece (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem Anaphis | Lem Anaphis in Star Trek Eclipse (STA 1e)]]&lt;br /&gt;
&lt;br /&gt;
[[Knox_Rumenath | Knox Rumenath in Wee Heroes (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly Prime: Character 1 | Gideon Winters in Firefly Prime: I Aim to Misbehave (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Damaged Souls - Character 3 | Adam Harrison in Damaged souls (Cortexthulhu)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 11 | Garrett Waymire in Firefly: Reavers of the Rim (Cortex+)]] / [[Firefly: 2UW 3 | Garrett Waymire in Firefly: The Second Unification War (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Defeat is an Orphan: strange behaviour | Cleveland Russell in Defeat is an Orphan (CoC)]]&lt;br /&gt;
&lt;br /&gt;
[[Journey | Journey in Ravens Hollow (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Sephyr-Tavish| Sephyr &amp;quot;Tav&amp;quot; Tavish in The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[WEG Star Wars: Cascade | Cas in Star Wars: Scoundrels Luck (WEG 2nd ed)]] / [[Star Wars: A New Heist (WEG) - Cascade| Star Wars: A New Heist (WEG 2nd ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Ashleyn_Jamorr | Ashleyn Jamorr: in Transportation Union Troubleshooters (The Expanse)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-divinity-lost-sins-of-the-father.901284/post-24486858 Nic Woodbury in Sins of the Father (Kult)]&lt;br /&gt;
 &lt;br /&gt;
[[DRYH: Legacy - 02 | Nic Woodbury in Legacy of the Awake (DRYH)]] / [[DRHY Nic Woodbury | Even Dreams May Die (DRYH)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-star-wars-d6-blind-hope.885449/page-2#post-24011316 Kesyk Das in Star Wars: Blind Hope (SW d6)]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 9 | Solstice Jones in Firefly: Reavers of the Rim (Cortex+)]]&lt;br /&gt;
&lt;br /&gt;
[[DCOD - Kelyr &amp;quot;Blue&amp;quot; Innerwick | Kelyr &amp;quot;Blue&amp;quot; Innerwick in Dark Cults of Doskvol (BitD)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-thread-for-coriolis-last-flight-of-the-ghazali.893871/#post-24252194 Istifaan Shahidi in Coriolis: Last Flight of the Ghazali]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-love-pain-recruitment-and-character-development-closed.887280/page-3#post-24063458 Alex Lorrin in Kult: Divinity Lost - Love and Pain]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/old-world-blues-wfrp-2nd-ed-recruitment-thread.869549/page-5#post-23504469 Finrophon in Lost in the Dead Wood (WFRP 2nd ed)]&lt;br /&gt;
&lt;br /&gt;
[[WH4e TheWitchhuntersLackeys Ignatz Ruhig| Ignatz in WFRP: The Witchhunter&#039;s Lackeys (WFRP 4th ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Merrick Kader | Merrick Kader in Traveller: Trade and Shenanigans]]&lt;br /&gt;
&lt;br /&gt;
===New/Never Played===&lt;br /&gt;
[[Kestrel_the_Druid | Kestrel (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Meriweather_Meriweather | Meriweather Meriweather (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Mad_Season_Character_-_1 | Nowhere (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
=Useful Stuff=&lt;br /&gt;
[[Blank 5e Character Sheet | Blank_5e_Character_Sheet]]&lt;br /&gt;
&lt;br /&gt;
[[strange behaviour placeholder | (Placeholder page for stuff-in-progress)]]&lt;br /&gt;
&lt;br /&gt;
[[Call of the Netherdeep | Call of the Netherdeep]]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486008</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486008"/>
		<updated>2026-04-27T17:17:55Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; TBC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486007</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486007"/>
		<updated>2026-04-27T17:15:22Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Features and Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; TBC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; - You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
:You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Healing Word&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486006</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486006"/>
		<updated>2026-04-27T16:44:20Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; TBC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; -You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Healing Word&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack:&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack&amp;lt;br&amp;gt;&lt;br /&gt;
Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
7 days of Rations&amp;lt;br&amp;gt;&lt;br /&gt;
Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486005</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486005"/>
		<updated>2026-04-27T16:36:10Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; TBC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; -You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
:Chill Touch (Tiefling)&lt;br /&gt;
:Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
:Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
:Spare the Dying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Always prepared:&lt;br /&gt;
:False Life -  1/ day or with a spell slot (Tiefling)&amp;lt;br&amp;gt;&lt;br /&gt;
:Guiding Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
:Magic Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield of Faith&amp;lt;br&amp;gt;&lt;br /&gt;
:Spiritual Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Bless&amp;lt;br&amp;gt;&lt;br /&gt;
:Cure Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
:Healing Word&amp;lt;br&amp;gt;&lt;br /&gt;
:Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Aid&amp;lt;br&amp;gt;&lt;br /&gt;
:Prayer of Healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486004</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486004"/>
		<updated>2026-04-27T16:19:19Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Features and Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; TBC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
:Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
:Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
:False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Divine Order - Protector&#039;&#039; - Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039; -You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).&amp;lt;br&amp;gt;&lt;br /&gt;
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead - Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039; - War Domain&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike - When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest - As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt; TBC&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt; TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486003</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486003"/>
		<updated>2026-04-27T16:12:02Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* NAME */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME: Nemios==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; TBC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike,&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt; TBC&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt; TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486002</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486002"/>
		<updated>2026-04-27T16:11:25Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==NAME==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Nemios&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling (Chthonic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (War Domain) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A male tiefling with blue-grey skin, dark blue hair with a purple tint, and horns that curl like a ram&#039;s. &lt;br /&gt;
&lt;br /&gt;
==Ability Scores and Modifiers==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+1 from Noble) / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 14 / +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 12 / +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 11 (+1 from Noble) / +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 15 / +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 9 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15/17 (shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; TBC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +4 (Str) / +4 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills and Proficiencies==&lt;br /&gt;
Insight (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
History (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth (Skilled)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simple Weapons (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Armour (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Weapons (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armour (Protector)&amp;lt;br&amp;gt;&lt;br /&gt;
Gaming Set: Dice (Noble)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features and Traits==&lt;br /&gt;
&#039;&#039;&#039;Racial Features - Chthonic Tiefling&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Fiendish Legacy (Wis):&amp;lt;br&amp;gt;&lt;br /&gt;
Otherworldy Prescence - Thaumaturgy&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance to Necrotic damage&amp;lt;br&amp;gt;&lt;br /&gt;
Chill Touch cantrip&amp;lt;br&amp;gt;&lt;br /&gt;
False Life (level 3) 1/ day or with a spell slot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric Features&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Saving Throws&#039;&#039; - Wis and Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Channel Divinity&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Divine Spark&amp;lt;br&amp;gt;&lt;br /&gt;
:Turn Undead&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Domain Features&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
:Guided Strike,&amp;lt;br&amp;gt;&lt;br /&gt;
:Domain Spells (Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
:War Priest&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Prepared:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt; TBC&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt; TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elven ???&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Noble&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Chain Shirt&amp;lt;br&amp;gt;&lt;br /&gt;
Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Mace&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Priest&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
57 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Dice set&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Bastard son of a nobleman, Nemios should have been half-elven except there were complications.&lt;br /&gt;
&lt;br /&gt;
Horns and tail shaped complications.&lt;br /&gt;
&lt;br /&gt;
To his father&#039;s credit Nemios was raised in the household. But he was never clever enough, or accomplished enough, or witty enough, or beautiful enough, compared to his half-siblings. As a result he spent much of his time below stairs, hiding with the guardsmen.&lt;br /&gt;
&lt;br /&gt;
At first they assumed he was a servant&#039;s child. They let him sit in the barracks as long as he made himself useful, and taught him to defend himself in a fight. He learned to love their stories and ready camaraderie. When Nemios&#039;s father found out he wasn&#039;t happy, but the guardsmen didn&#039;t much care whose son he was.&lt;br /&gt;
&lt;br /&gt;
Nemios&#039;s affinity for the lower orders was another embarrassment to his father and eventually he was banished to take holy orders. He was &amp;quot;encouraged&amp;quot; to join the clergy of Lathander but on the way he confessed he was more drawn to Helm, keeper of the guards he&#039;d spent so much time with. Not one to question faith the priest deposited him at the temple of Helm instead. There Nemios learned to honour the skills of those who first accepted him as he was, both in fighting beside them and in tending their wounds.&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486001</id>
		<title>Nemios (5e 2024)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nemios_(5e_2024)&amp;diff=486001"/>
		<updated>2026-04-27T15:52:32Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: Created page with &amp;quot;__NOTOC__ PLEASE DO NOT EDIT - COPY AND PASTE TO A NEW PAGE  ==NAME==  &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Level:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Description:&amp;#039;&amp;#039;&amp;#039;   ==Ability Scores== &amp;#039;&amp;#039;&amp;#039;Strength:&amp;#039;&amp;#039;&amp;#039;  &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Dexterity:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Constitution:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Intelligence:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Wisdom:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Charisma:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;AC:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;HP:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Hit Dice:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Speed:&amp;#039;&amp;#039;&amp;#039; 30&amp;#039;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Proficiency:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
PLEASE DO NOT EDIT - COPY AND PASTE TO A NEW PAGE&lt;br /&gt;
&lt;br /&gt;
==NAME==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039;  (Str) /  (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; - &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485730</id>
		<title>Strangebehaviours characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485730"/>
		<updated>2026-04-04T13:21:49Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* My Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[Lem_Anaphis_Hyperion | Lem Anaphis in Star Trek: Hyperion (STA 2e)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_(Savage_Sands)| Malakai in Savage Sands (SWADE) ]]&lt;br /&gt;
&lt;br /&gt;
[[Rails_Through_Hell:_Qinan | Qinan in Rails Through Hell (DND 5e/IK)]]&lt;br /&gt;
&lt;br /&gt;
[[Tavish_Kerensky | Tavish Kerensky (Mongoose Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[B5-BeforeTheDawn:CaspianCarmichael | Caspian Carmichael in B5 - Before the Dawn (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
=Retired=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[Jim_Henson&#039;s_Labyrinth:_By_Any_Other_Name | Jim Henson&#039;s Labyrinth: By Any Other Name]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mar 2023 - Mar 2026&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Rekin&#039;s_Refuge | Daggerheart: Rekin&#039;s Refuge]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sept 2025 - March 2026&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[5e_Wildemount_Adventure | The Tides of Retribution (D&amp;amp;D 5e)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Jan 2024 - Dec 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Green and the Grey (Dragon Age)| The Green and the Grey (Dragon Age) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;June 2021 - July 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tribe 8 (1st ed) - The Fallen | The Fallen (Tribe 8 1st Ed) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aug 2020 - Apr 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Star Wars: Built on Hope (WEG) | Built on Hope - alternate timeline Star Wars (WEG 2nd Ed) wiki]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Nov 2020 - Sept 2022&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[White_Plume_Mountain:_Zephyr | Zephyr in White Plume Mountain (DND 2024)]]&lt;br /&gt;
&lt;br /&gt;
[[SHoD_PC07 | Daxian Greyling in Savage Hand of Doom (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Sheltered_Hand:_Briar | Briar in The Sheltered Hand (DND 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Big Damned Heroes: C4 | Gideon in Firefly: Big Damn Heroes (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Nevermore | Nevermore in Smallfolk: 404 Adventure Not Found (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds in their Pockets | Enzo Tameron in Seeds in Their Pockets (Classic Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_Ruskin | Malakai in SWADE: Out of the Badlands]]&lt;br /&gt;
&lt;br /&gt;
[[Jake_Lewis | Jake Lewis in Kult: God&#039;s Away on Business]]&lt;br /&gt;
&lt;br /&gt;
[[SOTDL:_Charracter_5 | Effid in Shadows of a Dry Land (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Zotikos | Zotikos in Mythic Greece (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem Anaphis | Lem Anaphis in Star Trek Eclipse (STA 1e)]]&lt;br /&gt;
&lt;br /&gt;
[[Knox_Rumenath | Knox Rumenath in Wee Heroes (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly Prime: Character 1 | Gideon Winters in Firefly Prime: I Aim to Misbehave (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Damaged Souls - Character 3 | Adam Harrison in Damaged souls (Cortexthulhu)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 11 | Garrett Waymire in Firefly: Reavers of the Rim (Cortex+)]] / [[Firefly: 2UW 3 | Garrett Waymire in Firefly: The Second Unification War (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Defeat is an Orphan: strange behaviour | Cleveland Russell in Defeat is an Orphan (CoC)]]&lt;br /&gt;
&lt;br /&gt;
[[Journey | Journey in Ravens Hollow (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Sephyr-Tavish| Sephyr &amp;quot;Tav&amp;quot; Tavish in The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[WEG Star Wars: Cascade | Cas in Star Wars: Scoundrels Luck (WEG 2nd ed)]] / [[Star Wars: A New Heist (WEG) - Cascade| Star Wars: A New Heist (WEG 2nd ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Ashleyn_Jamorr | Ashleyn Jamorr: in Transportation Union Troubleshooters (The Expanse)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-divinity-lost-sins-of-the-father.901284/post-24486858 Nic Woodbury in Sins of the Father (Kult)]&lt;br /&gt;
 &lt;br /&gt;
[[DRYH: Legacy - 02 | Nic Woodbury in Legacy of the Awake (DRYH)]] / [[DRHY Nic Woodbury | Even Dreams May Die (DRYH)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-star-wars-d6-blind-hope.885449/page-2#post-24011316 Kesyk Das in Star Wars: Blind Hope (SW d6)]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 9 | Solstice Jones in Firefly: Reavers of the Rim (Cortex+)]]&lt;br /&gt;
&lt;br /&gt;
[[DCOD - Kelyr &amp;quot;Blue&amp;quot; Innerwick | Kelyr &amp;quot;Blue&amp;quot; Innerwick in Dark Cults of Doskvol (BitD)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-thread-for-coriolis-last-flight-of-the-ghazali.893871/#post-24252194 Istifaan Shahidi in Coriolis: Last Flight of the Ghazali]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-love-pain-recruitment-and-character-development-closed.887280/page-3#post-24063458 Alex Lorrin in Kult: Divinity Lost - Love and Pain]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/old-world-blues-wfrp-2nd-ed-recruitment-thread.869549/page-5#post-23504469 Finrophon in Lost in the Dead Wood (WFRP 2nd ed)]&lt;br /&gt;
&lt;br /&gt;
[[WH4e TheWitchhuntersLackeys Ignatz Ruhig| Ignatz in WFRP: The Witchhunter&#039;s Lackeys (WFRP 4th ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Merrick Kader | Merrick Kader in Traveller: Trade and Shenanigans]]&lt;br /&gt;
&lt;br /&gt;
===New/Never Played===&lt;br /&gt;
[[Kestrel_the_Druid | Kestrel (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Meriweather_Meriweather | Meriweather Meriweather (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Mad_Season_Character_-_1 | Nowhere (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
=Useful Stuff=&lt;br /&gt;
[[Blank 5e Character Sheet | Blank_5e_Character_Sheet]]&lt;br /&gt;
&lt;br /&gt;
[[strange behaviour placeholder | (Placeholder page for stuff-in-progress)]]&lt;br /&gt;
&lt;br /&gt;
[[Call of the Netherdeep | Call of the Netherdeep]]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485729</id>
		<title>Strangebehaviours characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485729"/>
		<updated>2026-04-04T13:21:22Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[Lem_Anaphis_Hyperion | Lem Anaphis in Star Trek: Hyperion (STA 2e)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_(Savage_Sands)| Malakai in Savage Sands (SWADE) ]]&lt;br /&gt;
&lt;br /&gt;
[[Rails_Through_Hell:_Qinan | Qinan in Rails Through Hell (DND 5e/IK)]]&lt;br /&gt;
&lt;br /&gt;
[[Tavish_Kerensky | Tavish Kerensky (Mongoose Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[B5-BeforeTheDawn:CaspianCarmichael | Caspian Carmichael in B5 - Before the Dawn (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
=Retired=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[Jim_Henson&#039;s_Labyrinth:_By_Any_Other_Name | Jim Henson&#039;s Labyrinth: By Any Other Name]]&lt;br /&gt;
&#039;&#039;Mar 2023 - Mar 2026&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Rekin&#039;s_Refuge | Daggerheart: Rekin&#039;s Refuge]]&lt;br /&gt;
&#039;&#039;Sept 2025 - March 2026&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[5e_Wildemount_Adventure | The Tides of Retribution (D&amp;amp;D 5e)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Jan 2024 - Dec 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Green and the Grey (Dragon Age)| The Green and the Grey (Dragon Age) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;June 2021 - July 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tribe 8 (1st ed) - The Fallen | The Fallen (Tribe 8 1st Ed) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aug 2020 - Apr 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Star Wars: Built on Hope (WEG) | Built on Hope - alternate timeline Star Wars (WEG 2nd Ed) wiki]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Nov 2020 - Sept 2022&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[White_Plume_Mountain:_Zephyr | Zephyr in White Plume Mountain (DND 2024)]]&lt;br /&gt;
&lt;br /&gt;
[[SHoD_PC07 | Daxian Greyling in Savage Hand of Doom (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Sheltered_Hand:_Briar | Briar in The Sheltered Hand (DND 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Big Damned Heroes: C4 | Gideon in Firefly: Big Damn Heroes (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Nevermore | Nevermore in Smallfolk: 404 Adventure Not Found (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds in their Pockets | Enzo Tameron in Seeds in Their Pockets (Classic Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_Ruskin | Malakai in SWADE: Out of the Badlands]]&lt;br /&gt;
&lt;br /&gt;
[[Jake_Lewis | Jake Lewis in Kult: God&#039;s Away on Business]]&lt;br /&gt;
&lt;br /&gt;
[[SOTDL:_Charracter_5 | Effid in Shadows of a Dry Land (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Zotikos | Zotikos in Mythic Greece (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem Anaphis | Lem Anaphis in Star Trek Eclipse (STA 1e)]]&lt;br /&gt;
&lt;br /&gt;
[[Knox_Rumenath | Knox Rumenath in Wee Heroes (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly Prime: Character 1 | Gideon Winters in Firefly Prime: I Aim to Misbehave (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Damaged Souls - Character 3 | Adam Harrison in Damaged souls (Cortexthulhu)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 11 | Garrett Waymire in Firefly: Reavers of the Rim (Cortex+)]] / [[Firefly: 2UW 3 | Garrett Waymire in Firefly: The Second Unification War (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Defeat is an Orphan: strange behaviour | Cleveland Russell in Defeat is an Orphan (CoC)]]&lt;br /&gt;
&lt;br /&gt;
[[Journey | Journey in Ravens Hollow (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Sephyr-Tavish| Sephyr &amp;quot;Tav&amp;quot; Tavish in The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[WEG Star Wars: Cascade | Cas in Star Wars: Scoundrels Luck (WEG 2nd ed)]] / [[Star Wars: A New Heist (WEG) - Cascade| Star Wars: A New Heist (WEG 2nd ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Ashleyn_Jamorr | Ashleyn Jamorr: in Transportation Union Troubleshooters (The Expanse)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-divinity-lost-sins-of-the-father.901284/post-24486858 Nic Woodbury in Sins of the Father (Kult)]&lt;br /&gt;
 &lt;br /&gt;
[[DRYH: Legacy - 02 | Nic Woodbury in Legacy of the Awake (DRYH)]] / [[DRHY Nic Woodbury | Even Dreams May Die (DRYH)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-star-wars-d6-blind-hope.885449/page-2#post-24011316 Kesyk Das in Star Wars: Blind Hope (SW d6)]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 9 | Solstice Jones in Firefly: Reavers of the Rim (Cortex+)]]&lt;br /&gt;
&lt;br /&gt;
[[DCOD - Kelyr &amp;quot;Blue&amp;quot; Innerwick | Kelyr &amp;quot;Blue&amp;quot; Innerwick in Dark Cults of Doskvol (BitD)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-thread-for-coriolis-last-flight-of-the-ghazali.893871/#post-24252194 Istifaan Shahidi in Coriolis: Last Flight of the Ghazali]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-love-pain-recruitment-and-character-development-closed.887280/page-3#post-24063458 Alex Lorrin in Kult: Divinity Lost - Love and Pain]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/old-world-blues-wfrp-2nd-ed-recruitment-thread.869549/page-5#post-23504469 Finrophon in Lost in the Dead Wood (WFRP 2nd ed)]&lt;br /&gt;
&lt;br /&gt;
[[WH4e TheWitchhuntersLackeys Ignatz Ruhig| Ignatz in WFRP: The Witchhunter&#039;s Lackeys (WFRP 4th ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Merrick Kader | Merrick Kader in Traveller: Trade and Shenanigans]]&lt;br /&gt;
&lt;br /&gt;
===New/Never Played===&lt;br /&gt;
[[Kestrel_the_Druid | Kestrel (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Meriweather_Meriweather | Meriweather Meriweather (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Mad_Season_Character_-_1 | Nowhere (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
=Useful Stuff=&lt;br /&gt;
[[Blank 5e Character Sheet | Blank_5e_Character_Sheet]]&lt;br /&gt;
&lt;br /&gt;
[[strange behaviour placeholder | (Placeholder page for stuff-in-progress)]]&lt;br /&gt;
&lt;br /&gt;
[[Call of the Netherdeep | Call of the Netherdeep]]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485571</id>
		<title>Strangebehaviours characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485571"/>
		<updated>2026-03-08T18:49:40Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Current */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[Jim_Henson&#039;s_Labyrinth:_By_Any_Other_Name | Jim Henson&#039;s Labyrinth: By Any Other Name]]&lt;br /&gt;
&lt;br /&gt;
[[Rekin&#039;s_Refuge | Daggerheart: Rekin&#039;s Refuge]]&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[Lem_Anaphis_Hyperion | Lem Anaphis in Star Trek: Hyperion (STA 2e)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_(Savage_Sands)| Malakai in Savage Sands (SWADE) ]]&lt;br /&gt;
&lt;br /&gt;
[[Rails_Through_Hell:_Qinan | Qinan in Rails Through Hell (DND 5e/IK)]]&lt;br /&gt;
&lt;br /&gt;
[[Tavish_Kerensky | Tavish Kerensky (Mongoose Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[B5-BeforeTheDawn:CaspianCarmichael | Caspian Carmichael in B5 - Before the Dawn (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
=Retired=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[5e_Wildemount_Adventure | The Tides of Retribution (D&amp;amp;D 5e)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;13th Jan 2024 - 18th Dec 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Green and the Grey (Dragon Age)| The Green and the Grey (Dragon Age) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;25th June 2021 - 14th July 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tribe 8 (1st ed) - The Fallen | The Fallen (Tribe 8 1st Ed) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;31st Aug 2020 - 8th Apr 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Star Wars: Built on Hope (WEG) | Built on Hope - alternate timeline Star Wars (WEG 2nd Ed) wiki]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;10th Nov 2020 - 15th Sept 2022&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[White_Plume_Mountain:_Zephyr | Zephyr in White Plume Mountain (DND 2024)]]&lt;br /&gt;
&lt;br /&gt;
[[SHoD_PC07 | Daxian Greyling in Savage Hand of Doom (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Sheltered_Hand:_Briar | Briar in The Sheltered Hand (DND 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Big Damned Heroes: C4 | Gideon in Firefly: Big Damn Heroes (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Nevermore | Nevermore in Smallfolk: 404 Adventure Not Found (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds in their Pockets | Enzo Tameron in Seeds in Their Pockets (Classic Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_Ruskin | Malakai in SWADE: Out of the Badlands]]&lt;br /&gt;
&lt;br /&gt;
[[Jake_Lewis | Jake Lewis in Kult: God&#039;s Away on Business]]&lt;br /&gt;
&lt;br /&gt;
[[SOTDL:_Charracter_5 | Effid in Shadows of a Dry Land (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Zotikos | Zotikos in Mythic Greece (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem Anaphis | Lem Anaphis in Star Trek Eclipse (STA 1e)]]&lt;br /&gt;
&lt;br /&gt;
[[Knox_Rumenath | Knox Rumenath in Wee Heroes (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly Prime: Character 1 | Gideon Winters in Firefly Prime: I Aim to Misbehave (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Damaged Souls - Character 3 | Adam Harrison in Damaged souls (Cortexthulhu)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 11 | Garrett Waymire in Firefly: Reavers of the Rim (Cortex+)]] / [[Firefly: 2UW 3 | Garrett Waymire in Firefly: The Second Unification War (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Defeat is an Orphan: strange behaviour | Cleveland Russell in Defeat is an Orphan (CoC)]]&lt;br /&gt;
&lt;br /&gt;
[[Journey | Journey in Ravens Hollow (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Sephyr-Tavish| Sephyr &amp;quot;Tav&amp;quot; Tavish in The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[WEG Star Wars: Cascade | Cas in Star Wars: Scoundrels Luck (WEG 2nd ed)]] / [[Star Wars: A New Heist (WEG) - Cascade| Star Wars: A New Heist (WEG 2nd ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Ashleyn_Jamorr | Ashleyn Jamorr: in Transportation Union Troubleshooters (The Expanse)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-divinity-lost-sins-of-the-father.901284/post-24486858 Nic Woodbury in Sins of the Father (Kult)]&lt;br /&gt;
 &lt;br /&gt;
[[DRYH: Legacy - 02 | Nic Woodbury in Legacy of the Awake (DRYH)]] / [[DRHY Nic Woodbury | Even Dreams May Die (DRYH)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-star-wars-d6-blind-hope.885449/page-2#post-24011316 Kesyk Das in Star Wars: Blind Hope (SW d6)]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 9 | Solstice Jones in Firefly: Reavers of the Rim (Cortex+)]]&lt;br /&gt;
&lt;br /&gt;
[[DCOD - Kelyr &amp;quot;Blue&amp;quot; Innerwick | Kelyr &amp;quot;Blue&amp;quot; Innerwick in Dark Cults of Doskvol (BitD)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-thread-for-coriolis-last-flight-of-the-ghazali.893871/#post-24252194 Istifaan Shahidi in Coriolis: Last Flight of the Ghazali]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-love-pain-recruitment-and-character-development-closed.887280/page-3#post-24063458 Alex Lorrin in Kult: Divinity Lost - Love and Pain]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/old-world-blues-wfrp-2nd-ed-recruitment-thread.869549/page-5#post-23504469 Finrophon in Lost in the Dead Wood (WFRP 2nd ed)]&lt;br /&gt;
&lt;br /&gt;
[[WH4e TheWitchhuntersLackeys Ignatz Ruhig| Ignatz in WFRP: The Witchhunter&#039;s Lackeys (WFRP 4th ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Merrick Kader | Merrick Kader in Traveller: Trade and Shenanigans]]&lt;br /&gt;
&lt;br /&gt;
===New/Never Played===&lt;br /&gt;
[[Kestrel_the_Druid | Kestrel (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Meriweather_Meriweather | Meriweather Meriweather (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Mad_Season_Character_-_1 | Nowhere (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
=Useful Stuff=&lt;br /&gt;
[[Blank 5e Character Sheet | Blank_5e_Character_Sheet]]&lt;br /&gt;
&lt;br /&gt;
[[strange behaviour placeholder | (Placeholder page for stuff-in-progress)]]&lt;br /&gt;
&lt;br /&gt;
[[Call of the Netherdeep | Call of the Netherdeep]]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485570</id>
		<title>Strangebehaviours characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485570"/>
		<updated>2026-03-08T18:49:34Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* My Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[Jim_Henson&#039;s_Labyrinth:_By_Any_Other_Name | Jim Henson&#039;s Labyrinth: By Any Other Name]]&lt;br /&gt;
&lt;br /&gt;
[[Rekin&#039;s_Refuge | Daggerheart: Rekin&#039;s Refuge]]&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[White_Plume_Mountain:_Zephyr | Zephyr in White Plume Mountain (DND 2024)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem_Anaphis_Hyperion | Lem Anaphis in Star Trek: Hyperion (STA 2e)]]&lt;br /&gt;
&lt;br /&gt;
[[SHoD_PC07 | Daxian Greyling in Savage Hand of Doom (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_(Savage_Sands)| Malakai in Savage Sands (SWADE) ]]&lt;br /&gt;
&lt;br /&gt;
[[Rails_Through_Hell:_Qinan | Qinan in Rails Through Hell (DND 5e/IK)]]&lt;br /&gt;
&lt;br /&gt;
[[Tavish_Kerensky | Tavish Kerensky (Mongoose Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Sheltered_Hand:_Briar | Briar in The Sheltered Hand (DND 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[B5-BeforeTheDawn:CaspianCarmichael | Caspian Carmichael in B5 - Before the Dawn (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
=Retired=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[5e_Wildemount_Adventure | The Tides of Retribution (D&amp;amp;D 5e)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;13th Jan 2024 - 18th Dec 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Green and the Grey (Dragon Age)| The Green and the Grey (Dragon Age) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;25th June 2021 - 14th July 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tribe 8 (1st ed) - The Fallen | The Fallen (Tribe 8 1st Ed) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;31st Aug 2020 - 8th Apr 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Star Wars: Built on Hope (WEG) | Built on Hope - alternate timeline Star Wars (WEG 2nd Ed) wiki]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;10th Nov 2020 - 15th Sept 2022&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[White_Plume_Mountain:_Zephyr | Zephyr in White Plume Mountain (DND 2024)]]&lt;br /&gt;
&lt;br /&gt;
[[SHoD_PC07 | Daxian Greyling in Savage Hand of Doom (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Sheltered_Hand:_Briar | Briar in The Sheltered Hand (DND 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Big Damned Heroes: C4 | Gideon in Firefly: Big Damn Heroes (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Nevermore | Nevermore in Smallfolk: 404 Adventure Not Found (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds in their Pockets | Enzo Tameron in Seeds in Their Pockets (Classic Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_Ruskin | Malakai in SWADE: Out of the Badlands]]&lt;br /&gt;
&lt;br /&gt;
[[Jake_Lewis | Jake Lewis in Kult: God&#039;s Away on Business]]&lt;br /&gt;
&lt;br /&gt;
[[SOTDL:_Charracter_5 | Effid in Shadows of a Dry Land (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Zotikos | Zotikos in Mythic Greece (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem Anaphis | Lem Anaphis in Star Trek Eclipse (STA 1e)]]&lt;br /&gt;
&lt;br /&gt;
[[Knox_Rumenath | Knox Rumenath in Wee Heroes (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly Prime: Character 1 | Gideon Winters in Firefly Prime: I Aim to Misbehave (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Damaged Souls - Character 3 | Adam Harrison in Damaged souls (Cortexthulhu)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 11 | Garrett Waymire in Firefly: Reavers of the Rim (Cortex+)]] / [[Firefly: 2UW 3 | Garrett Waymire in Firefly: The Second Unification War (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Defeat is an Orphan: strange behaviour | Cleveland Russell in Defeat is an Orphan (CoC)]]&lt;br /&gt;
&lt;br /&gt;
[[Journey | Journey in Ravens Hollow (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Sephyr-Tavish| Sephyr &amp;quot;Tav&amp;quot; Tavish in The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[WEG Star Wars: Cascade | Cas in Star Wars: Scoundrels Luck (WEG 2nd ed)]] / [[Star Wars: A New Heist (WEG) - Cascade| Star Wars: A New Heist (WEG 2nd ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Ashleyn_Jamorr | Ashleyn Jamorr: in Transportation Union Troubleshooters (The Expanse)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-divinity-lost-sins-of-the-father.901284/post-24486858 Nic Woodbury in Sins of the Father (Kult)]&lt;br /&gt;
 &lt;br /&gt;
[[DRYH: Legacy - 02 | Nic Woodbury in Legacy of the Awake (DRYH)]] / [[DRHY Nic Woodbury | Even Dreams May Die (DRYH)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-star-wars-d6-blind-hope.885449/page-2#post-24011316 Kesyk Das in Star Wars: Blind Hope (SW d6)]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 9 | Solstice Jones in Firefly: Reavers of the Rim (Cortex+)]]&lt;br /&gt;
&lt;br /&gt;
[[DCOD - Kelyr &amp;quot;Blue&amp;quot; Innerwick | Kelyr &amp;quot;Blue&amp;quot; Innerwick in Dark Cults of Doskvol (BitD)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-thread-for-coriolis-last-flight-of-the-ghazali.893871/#post-24252194 Istifaan Shahidi in Coriolis: Last Flight of the Ghazali]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-love-pain-recruitment-and-character-development-closed.887280/page-3#post-24063458 Alex Lorrin in Kult: Divinity Lost - Love and Pain]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/old-world-blues-wfrp-2nd-ed-recruitment-thread.869549/page-5#post-23504469 Finrophon in Lost in the Dead Wood (WFRP 2nd ed)]&lt;br /&gt;
&lt;br /&gt;
[[WH4e TheWitchhuntersLackeys Ignatz Ruhig| Ignatz in WFRP: The Witchhunter&#039;s Lackeys (WFRP 4th ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Merrick Kader | Merrick Kader in Traveller: Trade and Shenanigans]]&lt;br /&gt;
&lt;br /&gt;
===New/Never Played===&lt;br /&gt;
[[Kestrel_the_Druid | Kestrel (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Meriweather_Meriweather | Meriweather Meriweather (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Mad_Season_Character_-_1 | Nowhere (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
=Useful Stuff=&lt;br /&gt;
[[Blank 5e Character Sheet | Blank_5e_Character_Sheet]]&lt;br /&gt;
&lt;br /&gt;
[[strange behaviour placeholder | (Placeholder page for stuff-in-progress)]]&lt;br /&gt;
&lt;br /&gt;
[[Call of the Netherdeep | Call of the Netherdeep]]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485569</id>
		<title>Strangebehaviours characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Strangebehaviours_characters&amp;diff=485569"/>
		<updated>2026-03-08T18:48:19Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* New/Never Played */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[Jim_Henson&#039;s_Labyrinth:_By_Any_Other_Name | Jim Henson&#039;s Labyrinth: By Any Other Name]]&lt;br /&gt;
&lt;br /&gt;
[[Rekin&#039;s_Refuge | Daggerheart: Rekin&#039;s Refuge]]&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[White_Plume_Mountain:_Zephyr | Zephyr in White Plume Mountain (DND 2024)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem_Anaphis_Hyperion | Lem Anaphis in Star Trek: Hyperion (STA 2e)]]&lt;br /&gt;
&lt;br /&gt;
[[SHoD_PC07 | Daxian Greyling in Savage Hand of Doom (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_(Savage_Sands)| Malakai in Savage Sands (SWADE) ]]&lt;br /&gt;
&lt;br /&gt;
[[Rails_Through_Hell:_Qinan | Qinan in Rails Through Hell (DND 5e/IK)]]&lt;br /&gt;
&lt;br /&gt;
[[Tavish_Kerensky | Tavish Kerensky (Mongoose Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Sheltered_Hand:_Briar | Briar in The Sheltered Hand (DND 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[B5-BeforeTheDawn:CaspianCarmichael | Caspian Carmichael in B5 - Before the Dawn (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
=Retired=&lt;br /&gt;
===My Games===&lt;br /&gt;
[[5e_Wildemount_Adventure | The Tides of Retribution (D&amp;amp;D 5e)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;13th Jan 2024 - 18th Dec 2024&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Green and the Grey (Dragon Age)| The Green and the Grey (Dragon Age) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;25th June 2021 - 14th July 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tribe 8 (1st ed) - The Fallen | The Fallen (Tribe 8 1st Ed) wiki]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;31st Aug 2020 - 8th Apr 2023&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Star Wars: Built on Hope (WEG) | Built on Hope - alternate timeline Star Wars (WEG 2nd Ed) wiki]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;10th Nov 2020 - 15th Sept 2022&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===My Characters===&lt;br /&gt;
[[Big Damned Heroes: C4 | Gideon in Firefly: Big Damn Heroes (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Nevermore | Nevermore in Smallfolk: 404 Adventure Not Found (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds in their Pockets | Enzo Tameron in Seeds in Their Pockets (Classic Traveller)]]&lt;br /&gt;
&lt;br /&gt;
[[Malakai_Ruskin | Malakai in SWADE: Out of the Badlands]]&lt;br /&gt;
&lt;br /&gt;
[[Jake_Lewis | Jake Lewis in Kult: God&#039;s Away on Business]]&lt;br /&gt;
&lt;br /&gt;
[[SOTDL:_Charracter_5 | Effid in Shadows of a Dry Land (Cortex)]]&lt;br /&gt;
&lt;br /&gt;
[[Zotikos | Zotikos in Mythic Greece (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Lem Anaphis | Lem Anaphis in Star Trek Eclipse (STA 1e)]]&lt;br /&gt;
&lt;br /&gt;
[[Knox_Rumenath | Knox Rumenath in Wee Heroes (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly Prime: Character 1 | Gideon Winters in Firefly Prime: I Aim to Misbehave (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Damaged Souls - Character 3 | Adam Harrison in Damaged souls (Cortexthulhu)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 11 | Garrett Waymire in Firefly: Reavers of the Rim (Cortex+)]] / [[Firefly: 2UW 3 | Garrett Waymire in Firefly: The Second Unification War (Cortex Prime)]]&lt;br /&gt;
&lt;br /&gt;
[[Defeat is an Orphan: strange behaviour | Cleveland Russell in Defeat is an Orphan (CoC)]]&lt;br /&gt;
&lt;br /&gt;
[[Journey | Journey in Ravens Hollow (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Sephyr-Tavish| Sephyr &amp;quot;Tav&amp;quot; Tavish in The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[WEG Star Wars: Cascade | Cas in Star Wars: Scoundrels Luck (WEG 2nd ed)]] / [[Star Wars: A New Heist (WEG) - Cascade| Star Wars: A New Heist (WEG 2nd ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Ashleyn_Jamorr | Ashleyn Jamorr: in Transportation Union Troubleshooters (The Expanse)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-divinity-lost-sins-of-the-father.901284/post-24486858 Nic Woodbury in Sins of the Father (Kult)]&lt;br /&gt;
 &lt;br /&gt;
[[DRYH: Legacy - 02 | Nic Woodbury in Legacy of the Awake (DRYH)]] / [[DRHY Nic Woodbury | Even Dreams May Die (DRYH)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-star-wars-d6-blind-hope.885449/page-2#post-24011316 Kesyk Das in Star Wars: Blind Hope (SW d6)]&lt;br /&gt;
&lt;br /&gt;
[[Firefly: Reavers of the Rim - Character 9 | Solstice Jones in Firefly: Reavers of the Rim (Cortex+)]]&lt;br /&gt;
&lt;br /&gt;
[[DCOD - Kelyr &amp;quot;Blue&amp;quot; Innerwick | Kelyr &amp;quot;Blue&amp;quot; Innerwick in Dark Cults of Doskvol (BitD)]]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-thread-for-coriolis-last-flight-of-the-ghazali.893871/#post-24252194 Istifaan Shahidi in Coriolis: Last Flight of the Ghazali]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/kult-love-pain-recruitment-and-character-development-closed.887280/page-3#post-24063458 Alex Lorrin in Kult: Divinity Lost - Love and Pain]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/old-world-blues-wfrp-2nd-ed-recruitment-thread.869549/page-5#post-23504469 Finrophon in Lost in the Dead Wood (WFRP 2nd ed)]&lt;br /&gt;
&lt;br /&gt;
[[WH4e TheWitchhuntersLackeys Ignatz Ruhig| Ignatz in WFRP: The Witchhunter&#039;s Lackeys (WFRP 4th ed)]]&lt;br /&gt;
&lt;br /&gt;
[[Merrick Kader | Merrick Kader in Traveller: Trade and Shenanigans]]&lt;br /&gt;
&lt;br /&gt;
===New/Never Played===&lt;br /&gt;
[[Kestrel_the_Druid | Kestrel (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Meriweather_Meriweather | Meriweather Meriweather (5e)]]&lt;br /&gt;
&lt;br /&gt;
[[Mad_Season_Character_-_1 | Nowhere (D&amp;amp;D 5e)]]&lt;br /&gt;
&lt;br /&gt;
=Useful Stuff=&lt;br /&gt;
[[Blank 5e Character Sheet | Blank_5e_Character_Sheet]]&lt;br /&gt;
&lt;br /&gt;
[[strange behaviour placeholder | (Placeholder page for stuff-in-progress)]]&lt;br /&gt;
&lt;br /&gt;
[[Call of the Netherdeep | Call of the Netherdeep]]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=485568</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=485568"/>
		<updated>2026-03-08T17:44:27Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 3&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired/On hiatus&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=485567</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=485567"/>
		<updated>2026-03-08T17:43:01Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 3&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;Retired/On hiatus&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484816</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484816"/>
		<updated>2025-12-12T18:10:41Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
=Qinan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf (Hollow One) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
=Ability Scores=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aid,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;,&lt;br /&gt;
Lesser Restoration,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
&#039;&#039;&#039;Prayer of Healing&#039;&#039;&#039;,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
Sending,&lt;br /&gt;
&#039;&#039;&#039;Speak with Dead&#039;&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Saving Throws=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Languages Known=&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
=Features and Traits=&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supernatural Gift: Hollow One&#039;&#039;&#039; - As a Hollow One, the void left behind by your departed soul is filled with strange magic. Becoming a Hollow One is a supernatural gift that bestows upon you the following traits:&lt;br /&gt;
:*&#039;&#039;Ageless&#039;&#039; - You don&#039;t age, and effects that would cause you to age don&#039;t work on you.&lt;br /&gt;
:*&#039;&#039;Cling to Life&#039;&#039; - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.&lt;br /&gt;
:*&#039;&#039;Revenance&#039;&#039; - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.&lt;br /&gt;
:*&#039;&#039;Unsettling Presence&#039;&#039; - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can&#039;t be frightened are immune to this feature. Once you use this feature, you can&#039;t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
===Demons and Secret===&lt;br /&gt;
&#039;&#039;&#039;Demon&#039;&#039;&#039; - crisis of faith&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039; - Qinan is a self-aware member of the Holy Dead&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
Potion of healing x4 (2 from chest, 2 from quartermaster)&lt;br /&gt;
Potion of lesser restoration&lt;br /&gt;
Potion of restoration&lt;br /&gt;
&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 3/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484711</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484711"/>
		<updated>2025-12-06T20:24:23Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Features and Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
=Qinan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf (Hollow One) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
=Ability Scores=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aid,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;,&lt;br /&gt;
Lesser Restoration,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
&#039;&#039;&#039;Prayer of Healing&#039;&#039;&#039;,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
Sending,&lt;br /&gt;
&#039;&#039;&#039;Speak with Dead&#039;&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Saving Throws=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Languages Known=&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
=Features and Traits=&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supernatural Gift: Hollow One&#039;&#039;&#039; - As a Hollow One, the void left behind by your departed soul is filled with strange magic. Becoming a Hollow One is a supernatural gift that bestows upon you the following traits:&lt;br /&gt;
:*&#039;&#039;Ageless&#039;&#039; - You don&#039;t age, and effects that would cause you to age don&#039;t work on you.&lt;br /&gt;
:*&#039;&#039;Cling to Life&#039;&#039; - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.&lt;br /&gt;
:*&#039;&#039;Revenance&#039;&#039; - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.&lt;br /&gt;
:*&#039;&#039;Unsettling Presence&#039;&#039; - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can&#039;t be frightened are immune to this feature. Once you use this feature, you can&#039;t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
===Demons and Secret===&lt;br /&gt;
&#039;&#039;&#039;Demon&#039;&#039;&#039; - crisis of faith&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039; - Qinan is a self-aware member of the Holy Dead&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 3/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484710</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484710"/>
		<updated>2025-12-06T20:22:40Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
=Qinan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf (Hollow One) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
=Ability Scores=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aid,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;,&lt;br /&gt;
Lesser Restoration,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
&#039;&#039;&#039;Prayer of Healing&#039;&#039;&#039;,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
Sending,&lt;br /&gt;
&#039;&#039;&#039;Speak with Dead&#039;&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Saving Throws=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Languages Known=&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
=Features and Traits=&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supernatural Gift: Hollow One&#039;&#039;&#039;&lt;br /&gt;
As a Hollow One, the void left behind by your departed soul is filled with strange magic. Becoming a Hollow One is a supernatural gift that bestows upon you the following traits:&lt;br /&gt;
*&#039;&#039;Ageless&#039;&#039; - You don&#039;t age, and effects that would cause you to age don&#039;t work on you.&lt;br /&gt;
*&#039;&#039;Cling to Life&#039;&#039; - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.&lt;br /&gt;
*&#039;&#039;Revenance&#039;&#039; - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.&lt;br /&gt;
*&#039;&#039;Unsettling Presence&#039;&#039; - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can&#039;t be frightened are immune to this feature. Once you use this feature, you can&#039;t use it again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
===Demons and Secret===&lt;br /&gt;
&#039;&#039;&#039;Demon&#039;&#039;&#039; - crisis of faith&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039; - Qinan is a self-aware member of the Holy Dead&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 3/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484709</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484709"/>
		<updated>2025-12-06T20:20:21Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
=Qinan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf (Hollow One) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
=Ability Scores=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aid,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;,&lt;br /&gt;
Lesser Restoration,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
&#039;&#039;&#039;Prayer of Healing&#039;&#039;&#039;,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
Sending,&lt;br /&gt;
&#039;&#039;&#039;Speak with Dead&#039;&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Saving Throws=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Languages Known=&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
=Features and Traits=&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
===Demons and Secret===&lt;br /&gt;
&#039;&#039;&#039;Demon&#039;&#039;&#039; - crisis of faith&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039; - Qinan is a self-aware member of the Holy Dead&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 3/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484708</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484708"/>
		<updated>2025-12-06T20:16:22Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
=Qinan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf (Hollow One) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
=Ability Scores=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Spells=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aid,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;,&lt;br /&gt;
Lesser Restoration,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
&#039;&#039;&#039;Prayer of Healing&#039;&#039;&#039;,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
Sending,&lt;br /&gt;
&#039;&#039;&#039;Speak with Dead&#039;&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Saving Throws=&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Languages Known=&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Feats=&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
===Demons and Secret===&lt;br /&gt;
&#039;&#039;&#039;Demon&#039;&#039;&#039; - crisis of faith&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039; - Qinan is a self-aware member of the Holy Dead&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 3/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484707</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484707"/>
		<updated>2025-12-06T20:13:09Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Qinan Kirendre==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aid,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;,&lt;br /&gt;
Lesser Restoration,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
&#039;&#039;&#039;Prayer of Healing&#039;&#039;&#039;,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
Sending,&lt;br /&gt;
&#039;&#039;&#039;Speak with Dead&#039;&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
===Demons and Secret===&lt;br /&gt;
&#039;&#039;&#039;Demon&#039;&#039;&#039; - crisis of faith&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039; - Qinan is a self-aware member of the Holy Dead&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 2/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484036</id>
		<title>Rails Through Hell: Qinan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Qinan&amp;diff=484036"/>
		<updated>2025-10-25T13:44:55Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Rails_Through_Hell | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Qinan2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Qinan Kirendre==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Half Elf &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric (Grave Domain)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A young male half-elf with pale skin, blonde hair, and grey eyes.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 14 (+2) (+1 for Half-Elf) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (+2 for Half-Elf moved here) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 18 (+4) (+1 for Half Elf, +2 ASI) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 8 (-1)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (17 with shield)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5 d8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +2 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +7 (+9 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 15 (17 - attuned to Amulet of the Devout)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Spare the Dying (30&#039;, Bonus Action)(Domain feature)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Guidance&amp;lt;br&amp;gt;&lt;br /&gt;
Light&amp;lt;br&amp;gt;&lt;br /&gt;
Toll the Dead (2d8 or 2d12)&amp;lt;br&amp;gt;&lt;br /&gt;
Sacred Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bane (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039;,&lt;br /&gt;
Ceremony,&lt;br /&gt;
Command,&lt;br /&gt;
Create or Destroy Water,&lt;br /&gt;
&#039;&#039;&#039;Cure Wounds&#039;&#039;&#039;,&lt;br /&gt;
Detect Evil and Good,&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;,&lt;br /&gt;
Detect Poison and Disease,&lt;br /&gt;
Guiding Bolt,&lt;br /&gt;
&#039;&#039;&#039;Healing Word&#039;&#039;&#039;,&lt;br /&gt;
Inflict Wounds,&lt;br /&gt;
Protection from Evil and Good,&lt;br /&gt;
Purify Food and Drink,&lt;br /&gt;
Sanctuary,&lt;br /&gt;
Shield of Faith,&lt;br /&gt;
&#039;&#039;False Life (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Aid,&lt;br /&gt;
Augury,&lt;br /&gt;
Blindness/Deafness,&lt;br /&gt;
Calm Emotions,&lt;br /&gt;
Continual Flame,&lt;br /&gt;
Enhance Ability,&lt;br /&gt;
Find Traps,&lt;br /&gt;
&#039;&#039;Gentle Repose (Domain feature)&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Hold Person&#039;&#039;&#039;,&lt;br /&gt;
Lesser Restoration,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Locate Object,&lt;br /&gt;
&#039;&#039;&#039;Prayer of Healing&#039;&#039;&#039;,&lt;br /&gt;
Protection from Poison,&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;,&lt;br /&gt;
Spiritual Weapon,&lt;br /&gt;
Warding Bond,&lt;br /&gt;
Zone of Truth,&lt;br /&gt;
&#039;&#039;Ray of Enfeeblement (Domain feature)&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Animate Dead,&lt;br /&gt;
Aura of Vitality,&lt;br /&gt;
Beacon of Hope,&lt;br /&gt;
Bestow Curse,&lt;br /&gt;
Clairvoyance,&lt;br /&gt;
Create Food and Water,&lt;br /&gt;
Daylight,&lt;br /&gt;
&#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;,&lt;br /&gt;
Feign Death,&lt;br /&gt;
Glyph of Warding,&lt;br /&gt;
Life Transference,&lt;br /&gt;
Magic Circle, &lt;br /&gt;
Mass Healing Word,&lt;br /&gt;
Meld into Stone,&lt;br /&gt;
Protection from Energy,&lt;br /&gt;
Remove Curse,&lt;br /&gt;
&#039;&#039;Revivify (Domain feature)&#039;&#039;,&lt;br /&gt;
Sending,&lt;br /&gt;
&#039;&#039;&#039;Speak with Dead&#039;&#039;&#039;,&lt;br /&gt;
&#039;&#039;&#039;Spirit Guardians&#039;&#039;&#039;,&lt;br /&gt;
Spirit Shroud,&lt;br /&gt;
Tongues,&lt;br /&gt;
Water Walk,&lt;br /&gt;
&#039;&#039;Vampiric Touch (Domain feature)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +7 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +2 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elvish, Dwarven, Holy Cruor, Ancient&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
Light armour&amp;lt;br&amp;gt;&lt;br /&gt;
Medium armour&amp;lt;br&amp;gt;&lt;br /&gt;
Shields&amp;lt;br&amp;gt;&lt;br /&gt;
Simple weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Insight +7 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine +7 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +7 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +2 (Cleric)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth +5 (Half-Elf)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;War Caster&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- You have advantage on Constitution saving throws to maintain concentration.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.&amp;lt;br&amp;gt;&lt;br /&gt;
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 4 ASI&#039;&#039; - +2 Wis&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Ritual casting&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skill Versatility&#039;&#039;&#039; - proficiency in 2 skills of your choice&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Wis, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Domain:&#039;&#039;&#039; Grave&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Circle of Mortality&#039;&#039; - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30&#039; range (doesn&#039;t count against number of known cantrips).&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Eyes of the Grave&#039;&#039; - Detect Undead within 60&#039; and not behind total cover/protected from divination magic. Wis modifier/long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Channel Divinity&#039;&#039; 2/rest (and additional +1/day from Amulet of the Devout):&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Destroy Undead&#039;&#039; - Each undead that can see/hear you within 30&#039; makes as Wis saving throw. If fails must move as far away as it can and can&#039;t willingly move to a space within 30&#039; of you.  Can&#039;t take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Path to the Grave&#039;&#039; - Creature within 30&#039; cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn&amp;lt;br&amp;gt;&lt;br /&gt;
:*&#039;&#039;Sentinel at Death&#039;s Door&#039;&#039; - As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Domain Spells:&#039;&#039; Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
15 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol (from Cleric, traded in the one from acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
5 sticks of incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50&#039; feet of hempen rope&amp;lt;br&amp;gt;&lt;br /&gt;
Healer&#039;s kit&amp;lt;br&amp;gt;&lt;br /&gt;
Mace 1d6&amp;lt;br&amp;gt;&lt;br /&gt;
Shortbow 1d6 (range 80/320)&amp;lt;br&amp;gt;&lt;br /&gt;
Chain shirt 13+dex&amp;lt;br&amp;gt; (traded in chain mail for GP and bought this)&amp;lt;br&amp;gt;&lt;br /&gt;
Shield (currently worn covered on back)&amp;lt;br&amp;gt;&lt;br /&gt;
Diamonds worth 300 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Amulet of the Devout (rare) - +2 bonus to spell attack rolls and spell save DC. +1 Channel Divinity per day.&lt;br /&gt;
&lt;br /&gt;
==Post Header==&lt;br /&gt;
Qinan | HP 45/45 | AC 17 | Spell Save DC 17 | Spells: 1st 4/4; 2nd 3/3; 3rd 2/3 | CDiv 3/3&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483668</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483668"/>
		<updated>2025-09-17T20:44:17Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map V4.jpg|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Rekins_Refuge_world_map_V4.jpg&amp;diff=483667</id>
		<title>File:Rekins Refuge world map V4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Rekins_Refuge_world_map_V4.jpg&amp;diff=483667"/>
		<updated>2025-09-17T20:43:34Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483666</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483666"/>
		<updated>2025-09-17T20:42:57Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Notable NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Archivist Shay&#039;&#039;&#039; - record-keeper of Rekin&#039;s Refuge&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stannic Greenleaf&#039;&#039;&#039; - foreman of Frewich Lumber&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483665</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483665"/>
		<updated>2025-09-17T20:39:17Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Threads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931049/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/index.php?threads/daggerheart-rekins-refuge.931048/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483559</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483559"/>
		<updated>2025-09-07T20:10:00Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Therianthropes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures their animal side is heightened during the full moon which gives access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therianthropes tend to model after predator animals, although not all do, while other humanoids with animal features (such as fauns) are separate species.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483558</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483558"/>
		<updated>2025-09-07T20:02:40Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Table Etiquette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Post Header===&lt;br /&gt;
Players should post with a post header to keep track of resources:&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Name || HP marked/max || Armour marked/max || Stress marked/max || Hope 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Then a line for tokens/dice, eg &#039;&#039;&#039;Unstoppabble 1/4&#039;&#039;&#039; or &#039;&#039;&#039;Know the Tides 0/1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can include anything else that would be helpful, such as keeping track of Damage Thresholds or Evasion in the same place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GM&#039;s Fear tracker will similarly be posted at the top of posts.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483557</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483557"/>
		<updated>2025-09-07T19:58:38Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483556</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483556"/>
		<updated>2025-09-07T19:58:20Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;&#039;The Lapis Swarm Hive&#039;&#039;&#039; - Persephone&#039;s home swarm, located to the northeast of Rekin&#039;s Refuge and encircles and nurtures another Progenitor Tree. &lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483555</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483555"/>
		<updated>2025-09-07T19:51:49Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Session Length===&lt;br /&gt;
For the purposes of resources that refresh per session, session length will be 3-5 scenes at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483553</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483553"/>
		<updated>2025-09-07T19:36:48Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483552</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483552"/>
		<updated>2025-09-07T19:35:36Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Inititative System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
We&#039;ll be using a modified version of the spotlight tracker on page 89 of the rulebook. Players pass the spotlight between them as they wish, but can only make two actions before the whole group has acted. Once everyone has been, the actions refresh.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a player fails an action roll, or roll with Fear, action pauses briefly so the I can take the spotlight. If I don&#039;t I&#039;ll post an OOC note to that effect, and the spotlight stays with the players. Additionally, I can spend Fear to take the spotlight at any point.&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483551</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483551"/>
		<updated>2025-09-07T19:28:42Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel (who will still play when the ban&#039;s done with!)&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Skett&#039;&#039;&#039; - a small village in the mountains on the outskirts of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483433</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483433"/>
		<updated>2025-09-04T17:16:05Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483430</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483430"/>
		<updated>2025-09-02T16:24:10Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
|Faun&lt;br /&gt;
|Divine Wielder Seraph&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;Zyn&#039;&#039;&#039; &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483424</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483424"/>
		<updated>2025-08-31T19:19:57Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Character Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
|Faun&lt;br /&gt;
|Divine Wielder Seraph&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483423</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483423"/>
		<updated>2025-08-31T19:17:10Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Game Threads and Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
|Faun&lt;br /&gt;
|Divine Wielder Seraph&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483422</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483422"/>
		<updated>2025-08-31T19:16:34Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Table Etiquette */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
|Faun&lt;br /&gt;
|Divine Wielder Seraph&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Threads&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483421</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483421"/>
		<updated>2025-08-31T19:15:33Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
|Faun&lt;br /&gt;
|Divine Wielder Seraph&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inititative System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
TBC&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PVP&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Absences&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alerts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Threads&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483420</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483420"/>
		<updated>2025-08-31T19:14:15Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Table Etiquette and House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Heritage&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
|Faun&lt;br /&gt;
|Divine Wielder Seraph&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inititative System&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
TBC&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PVP&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Absences&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alerts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Threads&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ezekien_%22Black_Zeke%22_Forester&amp;diff=483419</id>
		<title>Ezekien &quot;Black Zeke&quot; Forester</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ezekien_%22Black_Zeke%22_Forester&amp;diff=483419"/>
		<updated>2025-08-31T19:10:12Z</updated>

		<summary type="html">&lt;p&gt;Strangebehaviour: /* Therianthropic Human (Katari/Human Halfblood) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ezekien &amp;quot;Black Zeke&amp;quot; Forester&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Nightwalker Rogue==&lt;br /&gt;
&lt;br /&gt;
===Rogue’s Hope===&lt;br /&gt;
&lt;br /&gt;
Rogue’s Dodge: Spend 3 Hope to gain a +2 bonus to your&lt;br /&gt;
Evasion until the next time an attack succeeds against&lt;br /&gt;
you. Otherwise, this bonus lasts until your next rest.&lt;br /&gt;
&lt;br /&gt;
===Cloaked===&lt;br /&gt;
&lt;br /&gt;
Any time you would be Hidden, you are instead Cloaked.&lt;br /&gt;
In addition to the benefits of the Hidden condition, while&lt;br /&gt;
Cloaked you remain unseen if you are stationary when an&lt;br /&gt;
adversary moves to where they would normally see you.&lt;br /&gt;
After you make an attack or end a move within line of sight&lt;br /&gt;
of an adversary, you are no longer Cloaked.&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack===&lt;br /&gt;
&lt;br /&gt;
Gain a permanent +1 bonus to your damage thresholds.&lt;br /&gt;
&lt;br /&gt;
===Shadow Stepper===&lt;br /&gt;
&lt;br /&gt;
Shadow Stepper: You can move from shadow to shadow.&lt;br /&gt;
When you move into an area of darkness or a shadow cast&lt;br /&gt;
by another creature or object, you can mark a Stress to&lt;br /&gt;
disappear from where you are and reappear inside another&lt;br /&gt;
shadow within Far range. When you reappear, you are Cloaked.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
Uses Finesse&lt;br /&gt;
&lt;br /&gt;
==Therianthropic Human (Katari/Human Halfblood)==&lt;br /&gt;
&lt;br /&gt;
===Adaptability===&lt;br /&gt;
&lt;br /&gt;
When you fail a roll that utilized one of your&lt;br /&gt;
Experiences, you can mark a Stress to reroll. &lt;br /&gt;
&lt;br /&gt;
===Feline Instincts===&lt;br /&gt;
&lt;br /&gt;
When you make an Agility Roll, you can spend&lt;br /&gt;
2 Hope to reroll your Hope Die.&lt;br /&gt;
&lt;br /&gt;
===Therianthrope - Cat===&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&lt;br /&gt;
&lt;br /&gt;
==Seaborn==&lt;br /&gt;
&lt;br /&gt;
===Know the Tides===&lt;br /&gt;
 &lt;br /&gt;
You can sense the ebb and flow of life. When you roll with Fear, place a token&lt;br /&gt;
on your community card. You can hold a number of tokens equal to your level. Before you make&lt;br /&gt;
an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each&lt;br /&gt;
token spent. At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength -1&lt;br /&gt;
&lt;br /&gt;
Finesse +2&lt;br /&gt;
&lt;br /&gt;
Instinct 0&lt;br /&gt;
&lt;br /&gt;
Presence +1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 13&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Partly a Cat Monster +2, Good Knowledge of Supernatural Nature +2&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Torch, 50 feet of rope, Basic supplies (tent, bedroll, tinderbox, rations, etc.), Minor Stamina Potion, Handful of Gold, Grappling Hook, Dagger (Finesse Melee - d8+1 phy - One-Handed), Small Dagger (Finesse Melee - d8 phy - One-Handed - Paired: +2 to primary weapon damage to targets within Melee range) Gambeson Armor  (Thresholds 5/11 - Score 3 Flexible: +1 to Evasion)&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Midnight==&lt;br /&gt;
&lt;br /&gt;
===Uncanny Disguise===&lt;br /&gt;
&lt;br /&gt;
Level 1 Midnight Spell&lt;br /&gt;
&lt;br /&gt;
Recall Cost: 0&lt;br /&gt;
&lt;br /&gt;
When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny. Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.&lt;br /&gt;
&lt;br /&gt;
==Grace==&lt;br /&gt;
&lt;br /&gt;
===Enrapture===&lt;br /&gt;
&lt;br /&gt;
Level 1 Grace Spell &lt;br /&gt;
&lt;br /&gt;
Recall Cost: 0 &lt;br /&gt;
&lt;br /&gt;
Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target’s attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.&lt;br /&gt;
&lt;br /&gt;
=Fluff=&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
He/Him.  Human-green and hazel eyes with cat slit pupils. Hair the same color as his black-and white pointed ears and tail, and tuxedo patterns on the fur he grows. Wears old fisherman&#039;s clothers under his armor and a scarf. Generally shows a standoffish personality except to those he trusts. Occasionally shows cat habits, and if people notice, he starts exaggerating them to dare them to comment. Fascinated with magic and monsters, especially illusion magic and fae-related monsters.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;What did you get caught doing that got you exiled from your home community?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s more what I am. I was infected with therianthropy when I was nine and have spent my life since then just...being the outsider. There&#039;s a lot of us in Cormorant, but most of them are beggars or mostly woodsmen to get away from the way people look at us with pity or fear. But it also gives a touch of fae magic - and unfortunately, showing you&#039;re embracing your fae side makes people superstitious. Such as, well, learning how to shadowstep or communicating with illusion monsters with those shadows. Some still think a therianthrope who does that is turning into a fae beast, especially an intelligent one like a cu sith. So I decided, screw it, I might as well make my monster side my profession.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;You used to have a different life, but you&#039;ve tried to leave it behind. Who from your past is still chasing you?:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My friend turned worst bully, Luke Vatten, because he couldn&#039;t understand why I was coming to make peace with my ears - and never forgave me for infecting his sister when I was still delirious from fever. He thinks he can make a cure from me. He needs to get I&#039;m not sick, I just look weird. But last I checked, he was studying to be a Seraph down south at Clearharbor - that was the only way he could be a doctor and inherit knighthood. Oh yeah, I forgot, he&#039;s the son of the baron. Should&#039;ve started with that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who from your past were you most sad to say goodbye to?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My family. They never exiled me like the village did, they realized it wasn&#039;t my fault. But I can&#039;t stay there anymore - I&#039;m closer to fae than human now, and really, this way is better for them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
•  What did I recently convince you to do that got us both in trouble?&lt;br /&gt;
&lt;br /&gt;
•  What have I discovered about your past that I hold secret from the others?&lt;br /&gt;
&lt;br /&gt;
•  Who do you know from my past, and how have they influenced your feelings about me?&lt;/div&gt;</summary>
		<author><name>Strangebehaviour</name></author>
	</entry>
</feed>