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	<id>https://wiki.rpg.net/index.php?action=history&amp;feed=atom&amp;title=Gaeld</id>
	<title>Gaeld - Revision history</title>
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	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;action=history"/>
	<updated>2026-05-16T17:02:42Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=302268&amp;oldid=prev</id>
		<title>24.115.94.212 at 02:00, 18 June 2016</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=302268&amp;oldid=prev"/>
		<updated>2016-06-18T02:00:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:00, 18 June 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot;&gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Earth:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Earth:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Jewel-Bright Eyes (On Turn) = 1&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Jewel-Bright Eyes (On Turn) = 1&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Commit Effort. While committed, you can see through earth or stone.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Commit Effort. While committed, you can see through earth or stone.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot;&gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;perfectly relay all the sounds and sights that took place in its presence.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;perfectly relay all the sounds and sights that took place in its presence.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You must specify a particular time to focus on, however.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You must specify a particular time to focus on, however.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Endurance:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Endurance:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Untiring Inspiration (Constant)=1&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Untiring Inspiration (Constant)=1&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pick one Influence project you’ve undertaken. Add 1 to the Influence&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pick one Influence project you’ve undertaken. Add 1 to the Influence&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l54&quot;&gt;Line 54:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;fully in an hour from your largest remaining piece.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;fully in an hour from your largest remaining piece.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sorcery:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Sorcery:&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Adept of the Gate (Constant) = 1&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Adept of the Gate (Constant) = 1&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You have been initiated into the Gate, the humblest level of theurgy,&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You have been initiated into the Gate, the humblest level of theurgy,&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>24.115.94.212</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301745&amp;oldid=prev</id>
		<title>Apostlyte at 20:19, 2 June 2016</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301745&amp;oldid=prev"/>
		<updated>2016-06-02T20:19:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:19, 2 June 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l190&quot;&gt;Line 190:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 190:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation.  Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north.  The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld&amp;#039;s kingdom.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation.  Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north.  The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld&amp;#039;s kingdom.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;[[Apostlyte|Apostlyte&#039;s WIKI of characters active and inactive.]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301743&amp;oldid=prev</id>
		<title>Apostlyte at 20:17, 2 June 2016</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301743&amp;oldid=prev"/>
		<updated>2016-06-02T20:17:35Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.rpg.net/index.php?title=Gaeld&amp;amp;diff=301743&amp;amp;oldid=301742&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301742&amp;oldid=prev</id>
		<title>Apostlyte: Created page with &quot;Gaaeld  Huote Meethrim   Ancient Brass Dragon: Gargantuan dragon, chaotic good  Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301742&amp;oldid=prev"/>
		<updated>2016-06-02T20:09:48Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Gaaeld  Huote Meethrim   Ancient Brass Dragon: Gargantuan dragon, chaotic good  Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Gaaeld  Huote Meethrim &lt;br /&gt;
&lt;br /&gt;
Ancient Brass Dragon: Gargantuan dragon, chaotic good &lt;br /&gt;
Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly 80 ft. &lt;br /&gt;
STR 27 (+8)&lt;br /&gt;
DEX 10 (+0&lt;br /&gt;
CON 25 (+7)&lt;br /&gt;
INT 16 (+3) &lt;br /&gt;
WIS 15 (+2)&lt;br /&gt;
CHA 19 (+4)&lt;br /&gt;
    &lt;br /&gt;
Saving Throws: Dex +6, Con +13, Wis +8, Cha +10 &lt;br /&gt;
Skills History +9, Perception +14, Persuasion +10, Stealth +6 &lt;br /&gt;
Damage Immunities fire &lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 &lt;br /&gt;
Languages Common, Draconic &lt;br /&gt;
&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. &lt;br /&gt;
Actions&lt;br /&gt;
&amp;gt;Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. &lt;br /&gt;
&amp;gt;Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. &lt;br /&gt;
&amp;gt;Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. &lt;br /&gt;
&amp;gt;Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. &lt;br /&gt;
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. &lt;br /&gt;
Breath Weapons: (Recharge 5–6). The dragon uses one of the following breath weapons: &lt;br /&gt;
&amp;gt;Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. &lt;br /&gt;
&amp;gt;Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. &lt;br /&gt;
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. &lt;br /&gt;
Legendary Actions: The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.&lt;br /&gt;
&amp;gt;Detect. The dragon makes a Wisdom (Perception) check. &lt;br /&gt;
&amp;gt;Tail Attack. The dragon makes a tail attack. &lt;br /&gt;
&amp;gt;Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.&lt;br /&gt;
&lt;br /&gt;
*Earth:&lt;br /&gt;
*Jewel-Bright Eyes (On Turn) = 1&lt;br /&gt;
Commit Effort. While committed, you can see through earth or stone.&lt;br /&gt;
With a moment’s focus, you may look outward from any gemstone&lt;br /&gt;
you’ve ever touched, regardless of where it is now.&lt;br /&gt;
*Stonespeaker (On Turn)= 1&lt;br /&gt;
Commit Effort. You can communicate with earth or stone, seeing&lt;br /&gt;
and perceiving everything it has witnessed at a certain time of your&lt;br /&gt;
choice. Stones have no thought as humans recognize it, but they can&lt;br /&gt;
perfectly relay all the sounds and sights that took place in its presence.&lt;br /&gt;
You must specify a particular time to focus on, however.&lt;br /&gt;
*Endurance:&lt;br /&gt;
*Untiring Inspiration (Constant)=1&lt;br /&gt;
Pick one Influence project you’ve undertaken. Add 1 to the Influence&lt;br /&gt;
effective on it as you sleeplessly focus on the task. As an action, Commit&lt;br /&gt;
Effort. All allies within 100 yards are perpetually refreshed, and&lt;br /&gt;
not in need of rest, eating, drinking, or breathing.&lt;br /&gt;
*Undying (Constant) = 2&lt;br /&gt;
While you can be brought to zero hit points, mutilated, or burnt, you&lt;br /&gt;
cannot actually be killed except by the effect or aid of a Word-powered&lt;br /&gt;
gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate&lt;br /&gt;
fully in an hour from your largest remaining piece.&lt;br /&gt;
*[U]Sorcery:&lt;br /&gt;
*Adept of the Gate (Constant) = 1&lt;br /&gt;
You have been initiated into the Gate, the humblest level of theurgy,&lt;br /&gt;
albeit still one beyond all but the mightiest mortal wizards. You may&lt;br /&gt;
choose four invocations of the Gate to master as part of this learning&lt;br /&gt;
and may learn more as you find them.&lt;br /&gt;
&lt;br /&gt;
*Open the Night Road&lt;br /&gt;
Many of the Night Roads between realms are hidden deep within the&lt;br /&gt;
earth or concealed in remote locations far from the cities of men. Of&lt;br /&gt;
these, some have been sealed shut by ancient sorcery or closed by the&lt;br /&gt;
slow congealing of natural law. This invocation can be used to open a&lt;br /&gt;
sealed Night Road entrance or give the caster a sense of the general&lt;br /&gt;
direction and distance to the nearest one. If the caster is careful, they&lt;br /&gt;
can open the Road only briefly, leaving it accessible for a few minutes&lt;br /&gt;
before the existing seal scabs back over the entrance. More reckless&lt;br /&gt;
casters can tear the seal away entirely, leaving the road open for all to&lt;br /&gt;
pass until fresh sorcery or natural law closes it once more.&lt;br /&gt;
*Barred Gates of Forbiddance&lt;br /&gt;
By means of an arcane connection the theurge may forbid a subject&lt;br /&gt;
from entering a particular place. The banned location may be as small&lt;br /&gt;
as a particular room or as large as a nation, but it must be a single&lt;br /&gt;
recognizable entity. If the subject is within the area forbidden when&lt;br /&gt;
the invocation is cast, they must immediately flee to the nearest viable&lt;br /&gt;
border by the quickest possible route. If brought into it against their&lt;br /&gt;
will, they can do nothing but flee at the first opportunity. The theurge&lt;br /&gt;
need not be present inside the area to be warded when casting the&lt;br /&gt;
spell, but must know its location and general dimensions.&lt;br /&gt;
Lesser foes are unable to resist this spell, while worthy enemies may&lt;br /&gt;
make a Spirit saving throw to resist the forbiddance. The forbiddance&lt;br /&gt;
lasts until it is dispelled or the caster lifts the ban.&lt;br /&gt;
*Beacon of Celestial Purity&lt;br /&gt;
The theurge shines with a brilliantly clarifying radiance that gently&lt;br /&gt;
illumines everything within one hundred feet. The light purifies and&lt;br /&gt;
cleanses everything it touches, rendering objects clean and neutralizing&lt;br /&gt;
poisons and disease sources, albeit it does not cure afflicted&lt;br /&gt;
persons or banish magic. Any lies or intentional misdirections spoken&lt;br /&gt;
within the light become visible as a plume of smoking filth rising&lt;br /&gt;
from the speaker’s mouth. The lies of others cause painful feedback&lt;br /&gt;
to the theurge, and inflict a 1d6 damage die each time a lie is spoken.&lt;br /&gt;
This damage cannot be avoided or negated. The light lasts as long as&lt;br /&gt;
the caster desires it and remains conscious. Those with the Word&lt;br /&gt;
of Deception can speak lies without being discovered by this spell.&lt;br /&gt;
*The Bright God’s Canticle&lt;br /&gt;
This invocation requires that the caster sing, forbidding other speech&lt;br /&gt;
or spellcasting while it is maintained. So long as the caster remains&lt;br /&gt;
singing, those around them are unable to acknowledge their presence,&lt;br /&gt;
or the presence of allies who remain close to the theurge. Observers&lt;br /&gt;
are aware of the sorcerer, but they can do nothing to act on that awareness&lt;br /&gt;
unless the invocation is ended. The effect is broken if the mage&lt;br /&gt;
ceases to sing, or they or their allies attack anyone or use hostile effects.&lt;br /&gt;
Lesser foes are affected automatically by the canticle. For others, the&lt;br /&gt;
worthy foe with the best saving throw in the group may roll a Spirit&lt;br /&gt;
save to resist; if successful, no worthy foe is affected, while if it fails,&lt;br /&gt;
all are subject to the canticle.&lt;br /&gt;
&lt;br /&gt;
*The Excellent Pause (Instant) = 1&lt;br /&gt;
When you cast a theurgy invocation or low magic spell, you may&lt;br /&gt;
Commit Effort just before it is triggered. The spell is then suspended&lt;br /&gt;
and may be released as an action at any time thereafter, with the&lt;br /&gt;
Committed Effort returning at the end of that scene. You may suspend&lt;br /&gt;
more than one spell if you&amp;#039;re willing to Commit the Effort to each,&lt;br /&gt;
but releasing a spell requires your action for the turn.&lt;br /&gt;
*Greater Pavis of Rule (Action) = 1&lt;br /&gt;
Commit Effort for the scene. For the duration, you are immune to&lt;br /&gt;
all low magic spells and gain a +4 bonus on all saving throws versus&lt;br /&gt;
theurgy. If a theurgy invocation would not normally allow a save, you&lt;br /&gt;
can make one without the bonus to resist its effects.&lt;br /&gt;
*Adept of the Way (Constant) = 2&lt;br /&gt;
You have been initiated into the Way, the second tier of theurgic&lt;br /&gt;
mysteries. You must already be an adept of the Gate to master this.&lt;br /&gt;
You master three invocations of the Way as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
*Sunder the Greater Spell&lt;br /&gt;
This dispelling charm functions much as does Sunder the Lesser Spell,&lt;br /&gt;
but can also affect theurgy of the Way as well as the Gate.&lt;br /&gt;
*Delaying the Coming of Dawn&lt;br /&gt;
Most often used as an swiftly-cast spell, this invocation tampers with&lt;br /&gt;
the natural flow of time around the sorcerer. When cast, the GM&lt;br /&gt;
secretly rolls 1d6 to determine how many rounds it will last. For the&lt;br /&gt;
duration of the invocation, time stops around the caster. They may&lt;br /&gt;
act freely during this time, but cannot damage objects or people or&lt;br /&gt;
move living creatures from their frozen positions. Those around the&lt;br /&gt;
theurge are oblivious to events that take place while they are acting&lt;br /&gt;
under the spell. Godbound of the Word of Time and similar temporal&lt;br /&gt;
creatures are immune to this spell, and may act freely in the&lt;br /&gt;
otherwise-frozen moment.&lt;br /&gt;
*Shutting the Dark Way&lt;br /&gt;
The Night Roads bring terrifying plagues when they erupt too close&lt;br /&gt;
to civilized lands. Uncreated monsters, relict refugees, and the terrible&lt;br /&gt;
perils of the strange ecosystems of the dark roads all scourge&lt;br /&gt;
the surrounding lands. While it is sometimes possible to seal these&lt;br /&gt;
roads with brute force and burial, a powerful theurge can shut them&lt;br /&gt;
with this invocation.&lt;br /&gt;
Once cast, the road is permanently sealed until it is opened again&lt;br /&gt;
with a theurgic invocation or a divine miracle. The theurge must be&lt;br /&gt;
in the presence of a Night Road entrance to seal it.&lt;br /&gt;
&lt;br /&gt;
*Adept of the Throne (Constant) = 2&lt;br /&gt;
You have been initiated into the Throne, the deepest degree of theurgy’s&lt;br /&gt;
secrets. You must be an adept of the Way to master this. You&lt;br /&gt;
master two invocations of the Throne as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
&lt;br /&gt;
*The Grinding Teeth of God&lt;br /&gt;
The adept drags the fabric of reality into the teeth of the celestial gears&lt;br /&gt;
that support it, churning every solid object in the area of effect into&lt;br /&gt;
a fine powder. The spell affects an area up to thirty feet in diameter&lt;br /&gt;
centered on a point within the caster’s sight. Living creatures that keep&lt;br /&gt;
moving can pull away from the grinding gears and suffer only 1d20&lt;br /&gt;
damage for each round they remain in the area of effect. Immobile&lt;br /&gt;
objects are chewed to dust within ten rounds, whereupon the spell&lt;br /&gt;
ends. Only the very strongest supernatural substances are capable of&lt;br /&gt;
resisting this spell. If such an artifact or object gets caught in the area&lt;br /&gt;
of effect, the celestine engines will bind up and shatter, likely creating&lt;br /&gt;
a Night Road entrance on the spot, if not an even worse outcome.&lt;br /&gt;
*Legion of Marching Clay&lt;br /&gt;
The greatest theurges can call up automatons the way lesser sorcerers&lt;br /&gt;
raise undead husks. This spell conjures 2 hit die minions from clay,&lt;br /&gt;
stone, wood, metal, or whatever other inanimate material the caster&lt;br /&gt;
has convenient. One minion is called up per level or hit die of the&lt;br /&gt;
caster. These automatons are not normally sentient, but they are&lt;br /&gt;
intelligent as a human being in executing their duties and are utterly&lt;br /&gt;
loyal to the theurge or their chosen lieutenants. If made from metal or&lt;br /&gt;
stone, they are immune to non-magical weapon attacks, and if made&lt;br /&gt;
from clay or softer substances they can develop individual identities&lt;br /&gt;
and self-will within the boundaries of their obedience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:http://i1077.photobucket.com/albums/w472/helluvapoint/Wyrmdom_zpsbotfk5vd.jpg&lt;br /&gt;
]]&lt;br /&gt;
Gaaeld  Huote Meethrim rules under the shoulders of the world, a sprawling mountain range that spans from the coldest north to near the center line of the globe encompassing the deepest freezes and dry arid dessert in one kingdom.  The lands are narrow but run several hundred leagues.&lt;br /&gt;
&lt;br /&gt;
He is a brass dragon preferring in all things the envelopingembrace of the earth and stone.  He can burrow as fast as he can run only out stripped by how fast he can fly.  His scales are brassy with a warm burnished appearance.  The grand head plates are smooth and metalic sporting bladed chin horns that are razor sharp.  The wings and frills are mottled dark green towards the edges and eyes resemble molten metal orbs.&lt;br /&gt;
&lt;br /&gt;
His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation.  Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north.  The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld&amp;#039;s kingdom.&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
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