tag:blogger.com,1999:blog-52420112122216701462024-02-18T20:46:20.696-08:00Providence BlogRoll the dice - you kick a guy in the faceAsmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.comBlogger28125tag:blogger.com,1999:blog-5242011212221670146.post-48822079744623644412016-03-22T17:32:00.001-07:002016-03-22T17:46:46.826-07:00Ability Spotlight: Sneak AttackOnce again into the breach with another Ability Spotlight, and this time it's a highly requested one based on a staple roleplaying class. Ladies and gentlemen, I give you Sneak Attack;<br />
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<b>Sneak Attack</b></div>
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Your Hit Points per level rises by 1.</div>
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Your Skill Points per level rises by 3.</div>
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You gain a +1 bonus to Reflex.</div>
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When you hit an enemy that grants Combat Advantage to you with a weapon in the Light Weapons category, any damage you inflict is multiplied by 2. This does not include additional damage granted by Enchantments. This damage multiplier is applied after other damage multipliers, including critical hits. This bonus damage cannot be applied against enemies that are immune to critical hits.</div>
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<u>Ability Synopsis</u></div>
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Sneak Attack is a classic ability of rogues and thieves, corsairs and assassins, cutthroats and ne'er-do-wells. Characters that benefit from Sneak Attack provide explosive damage and extreme utility to an adventuring party, with no single way to optimise or build.<br />
The ability is drawn from the typical Rogue class, and its practical applications and Talents lean toward that (ig)noble heritage. Sneak Attack is great at deleting weaker enemies and capitalising on large scale boss battles. Sneak Attack holds the illustrious privilidge of being the only ability that grants a permanent damage multiplier, and as a result can be counted as one of the most powerful abilities in the game. To top it off, Sneak Attack is one of the few abilities that comes with 3 Skill Points per level. As a result, characters can put spare points into extra combat skills, defences, or a multitude of skills.<br />
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Sneak Attack comes with a few caveats that are reliant on game mechanics that are not immediately obvious, and finding a way around these caveats is key to utilising the effectively.<br />
Combat Advantage is granted by unseen attacks, flanking a target, kicking a man while he's down, or similar debilitating effects. While a target grants Combat Advantage, any creature that tries to attack them can roll two dice and choose the higher one. For any additional cause of Combat Advantage, the attacker gains another dice. A man that is prone and being flanked grants two dice, for example. A flanked and prone man being attacked from a man on higher ground gets an additional three dice. This is a restriction that forces a character to fight cleverly, such as flanking targets with allies, abusing terrain advantages, or tripping opponents. On the other hand, Sneak Attacks are always made from a position of strength, and are both accurate and lethal. Whatever grants Combat Advantage also has Combat Disadvantage against its attackers. Disadvantage is, of course, to roll an additional dice and take the lower. This means a character is safer from retaliation, so long as the victim can stay at a disadvantage.<br />
While double damage is a lethal effect, Sneak Attack can only use weapons in the Light Weapons category. This includes smaller blades, such as daggers, short swords, or rapiers, and most ranged weapons. Most of these weapons inflict Piercing damage, which can narrow their scope against targets resistant to piercing attacks. Infamous culprits include amorphs, skeletons, and constructs. There are no blunt light weapons, which means that these enemies are resistant to Sneak Attack regardless of your loadout. These enemies also tend to be immune to critical hits, which makes them very difficult to tackle for a Sneak Attack user. I would recommend characters to carry one blunt weapon and put a few points in it just for such an eventuality. You have skill points to spare, don't be afraid to sprinkle them around.</div>
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<u>Key Talents</u></div>
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Sneak Attack has two great strengths - damage and skill use. The Talents available to Sneak Attack focus on improving damage, expanding the use of skills, and making it easier to achieve Combat Advantage.</div>
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<i>Assassin </i>transforms the damage of Sneak Attack from a double to a triple, so long as you attack in a surprise round or from stealth. This is the trademark talent of snipers and one-shot killers, and is a huge increase in damage. Characters with ranged weapons tend to get more milage from this Talent than melee characters because it is easier to maintain cover or stealth at range. Because of the added requirement, this Talent is not an auto-pick for most characters. However, this Talent can work wonders for characters built to accomodate it.<br />
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<i>Sniper</i> supports <i>Assassin</i> very well, allowing to make a Stealth check to remain hidden after firing a ranged weapon. Essentially, this means the character can sit in the same spot and fire without being seen with free reign. Otherwise, a character must move, hide, and then attack. This is a time consuming strategy that, while great for remaining out of harms way, is slow. </div>
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<i>Axeman</i>, <i>Swordsman</i>, and <i>Thug</i> should be addressed together, as they allow single-handed Axes, Heavy Blades, and Maces respectively to be used with Sneak Attack. These weapons deal more damage that the standard fair found in Light Weapons, and they cover Piercing, Slashing, and Blunt damage types. However, these weapons are in the Heavy Weapons category, and use STR instead of DEX. This means that skills you may need, such as Stealth or Theivery, may be less potent if you chose to focus on STR instead of DEX. If you chose to increase both, then other important skills will be lacking.</div>
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<i>Trapfinding</i> is a classic Rogue skill that has become a Talent, and is the forerunner of at least eight other Talents that improve skills. It grants a +2 bonus to Perception, and allows you to reroll one dice to find hidden things or Insight checks to identify the properties of traps. This is the only Talent of its kind, and makes dungeoncrawling that much easier. All of the similar Talents also provide unique bonuses, ranging from making Stealth or Climb checks at full speed, to replacing the use of some skills to others, allowing you to maximise the efficiency of your skills.</div>
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<i>Improved Trip</i>, <i>Improved Disarm</i>, <i>Improved Feint</i>, and <i>Improved Charge </i>are on the General Talents list, but need to be addressed because of their usefulness to Sneak Attack. Trip and Disarm provide easy Combat Advantage and bonus attacks, but fall short against targets that cannot fall over or aren't carrying weapons. Feint can achieve the same end by providing a free attack, but does not provide any additional bonuses against targets that <i>can</i> be disarmed or fall over. <i>Improved Charge </i>requires a wind-up like a normal Charge, but grants Combat Advantage as well. If you Blitz instead of Charge, a dual-wielding character can murder an enemy in one flurry of knives and blood.</div>
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<u>Recommended Builds</u></div>
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For all of its power, Sneak Attack is not particularly splashable. Instead, it does best work when paired with other abilities that help to provide Combat Advantage or build on skill bonuses.</div>
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<b>The Shadow Assassin</b> (Sneak Attack + Shadow Affinity + Bound Weapon)<br />
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When building a character around Sneak Attack it is best to do so that increases the likelihood of Combat Advantage. Shadow Affinity's <i>Terror in the Dark</i> grants constant Combat Advantage to the target of the Shade, guaranteeing Sneak Attacks without much difficulty. Shadow Affinity also has a selection of highly useful powers - <i>Executioner's Noose</i> can drag targets toward you or allow you to zip line to them, allowing for instant executions or spiderman style antics. <i>Destroy the Light</i> and <i>Tenebrarum Rex</i> can be used to set up zones of complete darkness in order to activate the bonus of <i>Assassin</i>, whereas <i>Darkside</i> offers raw damage in the form of another damage multiplier. Shadow Affinity also brings <i>Slip Away</i> with it, allowing for free Stealth skill checks in concealment, followed by free movement.<br />
Bound Weapon provides stable damage that scales well with Sneak Attack, since the gradual damage upgrades count as quality upgrades rather than enchantments. However, other Talents that grant the likes of Axiomatic or Chaotic traits are still enchantments, and thus their damage is not doubled. Bound Weapon is better used for consistent damage, or taking <i>Transform!</i> multiple times to gain access to a variety of weapons with no draw time.<br />
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<b>The Pit Fighter</b> (Sneak Attack + Dominate the Field + Equipment Optimisation)</div>
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Rather than the typical sneaky play that Sneak Attack encourages, this particular combination of Character Abilities creates a vicious head on fighter with elements of tankiness. Dominate the Field grants access to <i>Unbalancing Shove</i>, which grants Combat Advantage whenever you Mark a target. In other words, since Dominate the Field Marks targets when you attack them, so long as you keep attacking the same target they grant Combat Advantage to you. Thus, you can Sneak Attack the target in every round after the first.<br />
How you build from there is up to you. Take one of <i>Axeman</i>, <i>Swordsman</i>, or <i>Thug</i> to gain access to higher damage weapons and equip a shield to become tankier, or take advantage of Dominate the Field's punishing set of retaliation Talents and build for rapid strikes. Equipment Optimisation provides the opportunity for flat defence and damage increases, as well as a slew of skill related improvements. This also gives the option to gain some nifty Craft skill upgrades, allowing an amount of flexibility not usually associated with tanky characters. This includes attachments and augments, or gadgets available to Engineering crafts.</div>
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<b>The Sneak Thief</b> (Sneak Attack + Equipment Optimisation + Animal Companion)</div>
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<b> </b>Built for nought but utility, this combination of abilities grants the widest selection of skills and flexibility. Equipment Optimisation comes into play in a similar manner as the example above, but with less focus on the bonuses to gear and more on improved crafting. The ability to create gadgets with Engineering play up to the requirements of Sneak Attack, while poisons and potions made by Alchemy can make those attacks even more lethal. Combining the two can create some game-changing control effects - an adhesive blind grenade can shut down an encounter, or poison-tipped snares to immobilise and damage high health targets. Both such examples grant Combat Advantage and allow easy escapes if you become the target of the enemy's ire. Animal Companion emphasises mobility and strategic play. You can use your pet to flank enemies, and the Talents available to you either improve on that mobility or expand your skill bonuses. The Talents that improve skills under Animal Companion also improve your pet, thus many pets benefit from a similar playstyle to you. Combining all of these aspects together, this character relies on the setup for easy takedowns. Imagine scouting forward with an unnaturally sneaky wolf companion, scaling the walls at full speed without being seen, hanging from the rafters and dropping custom bombs on the enemy, then rapelling down to aid your allies in the cleanup operation. Or whatever, you can choose to find the treasure instead.</div>
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<b>The Dashing Swordsman</b> (Sneak Attack + Glamer + Bardic Song)</div>
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This particular set of abilities functions more as a supporting role with vicious melee capabilities rather than a backstabbing killer. Even without Talents, Glamer and Sneak Attack work seamlessly together. Glamer's power to alter a target's vision is unparalled, and provides both the opportunity to Sneak Attack and the ability to escape. Glamer also provides limited use of spells to compliment this swashbuckling playstyle, as does Bardic Song. These spells are limited to Illusion spells and a smattering of Enhancement spells, allowing you to pick and choose spells that compliment your fancies. Bardic Song provides the usual bonus to saving throws, and can be customised with different bonuses to best fit your party.<br />
Bardic Song also has Talents very similar to <i>Improved Trip </i>and <i>Improved Disarm, Footwork </i>and <i>Riposte</i> respectfully. This is noteworthy because the effects of each stack, so successfully disarming or tripping a target awards two bonus attacks. Sneak Attack and Bardic Song also benefit from Talents that increase passive Reflex, so long as you wear cloth armour or no armour, so you remain very difficult to hit amongst the cut and thrust of the chaos you sow. However, all of these abilities only grant 1 Hit Point per level. So while this character offers damage, magic, support, and a huge range of utility, you are surprisingly fragile despite being difficult to hit. </div>
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Thank you for reading so far, if there's anything more you want to see let me know what you think in the comments section below!Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-13504112945516056182016-03-08T07:41:00.000-08:002016-03-08T07:41:21.111-08:00Providence v3: The story so far...<div style="text-align: justify;">
Years have come and gone, and Providence has been in a state of evolution, although do to personal activities, I haven't made any posts about it!</div>
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Since being sampled at a few conventions and by some tabletop aficionados, there were some valid points raised which forced me to put Providence back into preliminary drafts. Of course, that's hugely depressing - I just finished writing those magic lists!</div>
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The positives are very positive; character customisation is deep and rewarding. None of the playtesters felt railroaded into any build, and each of them managed to achieve their own personal image without sacrificing the typical party dynamic. One player raised an eyebrow, and asked to make a druid style character that could transform into an owl, had an owl pet, and was still a primary spellcaster, and could still be a viable combatant. Primal Magic, Animal Companion, and Primal Soul with talents focussed toward spell slots and improved Longbow damage proved an acceptable answer.</div>
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The range of options, including backgrounds and racial options proved to be very popular, as did the revamping and simplifying of the crafting system. It was a barebones table during playtesting, but it made planned downtime a vital piece of certain parties for tinkering and item creation.</div>
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The actual game handled well, which was expected, given that it was drawn from a mix of Dungeons and Dragons 3.5 and 4th edition. However, this is also a key part of the problems.</div>
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The origins of Providence are visible within the game design, which detracted from the overall experience since players familiar with Dungeons and Dragons didn't just take to it, they knew it almost inside and out. Whereas this made them feel comfortable, knowing roughly what was going to happen, how the mechanics worked and how best to fight, it was also taking them out of the game - it still felt like a homebrew mod. To put it bluntly, it still wasn't different enough from the original games.</div>
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The other key problem was the world itself. Originally created as a generic fantasy world of 'points of light' equilibrium for a campaign, the world of Providence has been grilled as boring and uninspired. Race selection is standard, and as a result players often fail to attach themselves to the world. And why should they be emotionally invested, if everything is in a state of equilibrium, and nothing is at risk? In a world of elves, men, and dwarves, what differentiated it from the next adventurer's domain? Nothing, not really.</div>
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<br />So, back to the draftboard!</div>
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The changes I want to make are drastic in scope, and while I have started I am still working my way through the numerous kinks. To explain the extent of the changes, I must first tell you a brief story of the first ever campaign and the evolution of the new world.</div>
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Providence was drafted for a 4E campaign. The campagin was entitled The Glory of the Fiendking, and was a tale of how an enigmatic figure, the self-styled Fiendking, began a terrible war against the entire civilised world. The established kingdoms of men, elves, and dwarves were crushed against a foe that knew the outcome of every skirmish, and understood the weaknesses of each kingdom. The adventuring party were a group that were caught in the crossfire of the Fiendking's war, and had to deal with a world where old, content realms were suddenly plunged into chaos.</div>
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The campaign was never finished, although it was started multiple times with different groups. Later, the campaign was renamed The Glory of the Shining King just to avoid confusion (the King never actually enlisted the aid of Fiends to his army). Despite this, the end of the campaign had been written, just never played through.</div>
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The story was fairly straightforward - the Shining King was a demigod, the son of the god of time. Over the course of his very troubled life, he discovers that aberrant creatures are pouring in from the Silent Beyond, and it would only be a millennia or so before the dark realm breaks through into realspace and those creatures consume all life. At which time, the gods of Providence would abandon this reality and create a new one. The Shining King discovers that this is a cycle that has repeated countless times. Thus, to create a world that could withstand the rigours of the Silent Beyond and fight against the horrors that wait there, he hatched a plan to unite the world under his rule, and ascend to godhood via a ritual of apotheosis. The adventuring group would get caught up in his machinations, and eventually defeat him by interrupting the ritual. Of course, doing so causes a fracture in reality...</div>
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This is where the new Providence world starts. After the defeat of the Shining King, the sky cracks in a cataclysmic event, known as the Fracture. All demigods, divine descendents, and the most faithful suddenly disappear. Angels cease their interactions with mortals, and deities cease answering prayers. Divine Magic ceases to work, and without divine healing properties the world turns foetid almost overnight. Freakish aberrant creatures randomly appear through slips in reality, devouring or capturing anyone they can get their monstrous hands on. The tears in reality appear anywhere, and once mighty fortresses crumble in the face of the creatures. They are the Blighted, a scourge on the land.</div>
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The weather is random and rampant; whole islands are thrown into the boiling seas and storms split the sky. The ground heaves in protest, and whole cities fall in on themselves. Worse still, through the crack in the sky sits a world that is getting ever closer. It is a monster planet, looking onward to Providence with a mad, squid-like eye. It is coated in the ruins of the civilisations, and the surface can be seen with skittering creatures. If one were to look past the horror, distant lights are moving toward the crack, for there are more of these monster worlds. They are known collectively as the Tyrannous Stars.</div>
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The end of divine rule has created a terrible schism amongst the populace. Catechists and flagellants perform witch hunts on spellcasters, claiming that overuse of magic caused the Fracture and the Blighted incursions and only abstinance from magic can win the Gods' favour. There is some measure of truth to that assertion, as the Blighted seem to swarm places of magical power, and target mages in the midst of battle. There is no divine salvtion awaiting, sadly. The gods have moved on with their most loyal flock, and have left the universe to die in the tide.</div>
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There is some hope and progress, however. What spellcasters remained created a spell, Reality Bind, which prevents the tears in reality from appearing. This stops Blighted incursions, but it also prevents spellcasting. By maintaining the spell, civilisation has been allowed to regrow to a certain extent. There are a handful of city states scatted across the surface of the tattered world. Trade is difficult, as the great distances are fraught with danger. Magic has been set back, with much of the knowledge gleaned over thousands of years being lost to the catechist purgings. Magic is now treated as something of a controlled substance, and education is highly restricted to colleges and institutes. Oddly, more and more people have been exibiting unnatural powers and magical talent. Technology has slowly filled the gap that magic has left, although it is still fairly simple. Basic steam engines are in wide use, and blackpowder weaponry is largely considered the height of offensive weaponry. Each city state has their own standing militia, but many businesses
operate individually to reclaim some of the lost world beyond the walls.
These are called the Free Companies. </div>
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This is the world that the new players are thrust into. It is desperate and visceral, and the planet faces impending disaster. Everything has been lost, but there is everything to reclaim.</div>
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The gameplay is also getting a significant change, but it's more of a rework than a complete overhaul.</div>
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The create - a - class feature is still the key part of character creation, although a handful of abilities are getting reworked to make them fit, or being removed because they no longer match the lore of the game. </div>
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Status effects are changing with duration and DC. Saving throws are becoming specific instead of just a duration timer, and their conditions can be more vicious a la 3.5e.</div>
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Skills are changing, as are skill point allocation so you can spend points based on the bonus of your base attributes. Defences, attacks and all of the secondary maths of character creation have been rolled into their own skills. To that extent, skills are expanding to include weapons and defences. To improve one's expertise, you must spend skill points on the weapon skill. Defences are being overhauled - AC has been removed, and now armour grants a flat damage reduction.</div>
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Magic is being redone (yes, damnit! Again! I know, right?!) to reflect the destroyed state of magical knowledge in the world. The five branches of magic - Arcane, Divine, Psionic, Primal, and Meta - are being stripped down and removed. Now, there is one magic list with an extensive number of spells, but there is a system in place for players to edit their spells or to craft completely new ones. Spellcasters are also encouraged to go forth and discover old spellbooks, so to reclaim spells that they otherwise couldn't research. The secret to mass teleportation, for example, has been lost long ago.</div>
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Crafting is being tweaked and expanded in the form of more options and new skills. Accompanying this is the new Basic Craft Blueprint table. If a player wishes to craft something that has no rules or guidelines, the Blueprint table can be used to allow the Narrator to make a judgement call as to how the craft will be performed. It's uses will be rare, but it allows players to construct large scale items such as ships or buildings. In a world where technology is becoming more important, complicated crafting might just be the cornerstone of a late campaign.</div>
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It's a lot to digest, I know. I'll be back sooner than you think with another Ability Spotlight to keep you interested and up to date! I hope you're excited about the new world. Tell me what you think in the comments below.</div>
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Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-78381209981731606702016-02-16T16:15:00.002-08:002016-02-16T16:15:30.708-08:00Ability Spotlight: Time Manipulation<div style="text-align: justify;">
It's been such a long time since I've posted anything, I promise I'm not dead, and I am still working on Providence! As evidence, I'm periodically going to do these Ability Spotlights, just so's everyone can see what I'm working on, and get a feel for the kind of game I'm aiming toward.</div>
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Today's Ability Spotlight, and the first Ability Spotlight ever, is Time Manipulation;</div>
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<b>Time Manipulation</b></div>
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<i>You have the power to control your own personal time, appearing and disappearing from one moment to the next. As your mastery of time expands, you can rewind time, slow time for your enemies, and even cull fragments of lost time for yourself.</i></div>
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Your Hit Points per level rises by 2.</div>
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Your Skill Points per level rises by 2.</div>
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You gain a +1 bonus to Will.</div>
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You can use Time Manipulation for a number of rounds per day equal to your History skill. Whilst under the effect of Time Manipulation, you gain a +2 bonus to Speed. As a Minor action, whilst under the effect of Time Manipulation, you may teleport a number of squares up to half your Speed.
Time Manipulation can be ended as a free action.</div>
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When you end the effect of Time Manipulation, you become Fatigued for a number of rounds equal to twice the number of rounds you spent manipulating time. You can't activate your Time Manipulation whilst Fatigued. If you become Fatigued during your Time Manipulation, the Time Manipulation continues as normal.</div>
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<u>Ability Synopsis</u></div>
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Time Manipulation is a character ability that was modelled from the old Shadowdancer class, and by extention, the pre-rework Darkness Affinity ability. The ability focuses on high mobility and makes extensive use of teleportation, allowing characters that utilise it a fast paced hit-and-run playstyle. The ability can be used by mage or rogue style characters to chase, reposition, or escape, while heavier characters can make use of the increased speed and teleportation to gain Combat Advantage or stick to a Marked target.</div>
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Time Manipulation is one of several Round Per Day (RPD) abilities, and so its actual in game use tends to be limited at the beginning of a campaign. Many players do no choose talents that increase skills, so a 1st level character will have approximately 8 RPD of use of this ability. Unlike Berserk Rage or Bardic Song, where choosing talents to increase duration are encouraged to compensate for this early deficite, Time Manipulation's bonus to speed doesn't offer a direct numerical advantage in combat.</div>
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However, as the campaign continues, Time Manipulation becomes more and more impactful. The bonus to Speed, while seemingly small for the limitations of an RPD ability, allows for outmaneuvering enemies that would otherwise be impossible to pin down.</div>
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Without any other buffs or Talents, a Human character has a base speed of 6. This rises to 8 under Time Manipulation, and when combined with the Teleport move, a character can cross 12 spaces and still make an attack. If the character decides to move again as a Standard Action, that's 20 spaces. If the character makes a Run action for both of their moves, the character can cover a whopping 24 spaces. For reference, that pretty much crosses the whole board in a turn. In real life terms, that's almost 15 mph!</div>
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The teleportation aspect of Time Manipulation is representative of your character slipping out of time to move faster, and is a large part of the ability. Teleportation allows you to move between obsticles easily or flank foes that would otherwise be impossible to get around. Huge creatures or creatures with the Reach trait can be treacherous to flank given their extended attack of opportunity range. With the ability to teleport at a whim, you do not provoke such attacks, and by using multiple minor actions, you can teleport twice to get out of attack range as well.</div>
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A lot of utility is tied up in the teleport move. Even though you're moving through time, the normal rules for teleporting apply, namely you can teleport in any direction, including vertically, and you need to see where you are going. You can hop between the bars of a jail cell or on the back of a giant, and then just as easily teleport away if that move turned out to be a bad idea.</div>
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<u>Key Talents</u></div>
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In keeping with the themes of speed and maneuverability, the Talents found in Time Manipulation improve your speed, and find more creative ways to use your teleport.</div>
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<i>Teleporting Stride</i> allows you to change your basic move action into another teleport, this time at your regular speed. While it may seem silly on its own ("Why teleport the distance I can walk, in the same time that I walk it, when I can just walk?"), it allows you freedom of movement, and interacts with other talents that only work when you Teleport.</div>
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<i>Dimensional Snatch</i> is one such ability. The premise is very simple; when you teleport, pick one adjacent willing ally or one medium-sized enemy that grants Combat Advantage to you. That target teleports with you, landing in any square you choose. This allows you to reposition key members of your party around the battlefield, such as rescuing the wounded or setting up unlikely ambushes. When combined with <i>Lethal Jump</i>, which makes enemies you teleport next to you grant Combat Advantage, you can theoretically leap to the other side of the dungeon, grab the enemy boss wizard, and teleport him back to the awaiting arms of your party members.</div>
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<i>Rewind</i> is one of the few Powers available to Time Manipulation. It can only activate it whilst using Time Manipulation, and even then it costs an additional RPD to activate. When a d20 roll is made involving you, you can choose to reroll that d20. There is no limit to how many times that dice can be rerolled, but each attempt costs another RPD. While this may sound game breaking, and indeed this power has no hard per day limit, all of the powers of Time Manipulation require RPD to work. At early levels this power is especially taxing because of how few RPD you have access to, and against multiple attacks you must pay that cost for each d20 roll against you. On the other hand, <i>Rewind</i> works with any d20 roll, including attacks, saving throws, or skill checks so long as the roll involves you in some way. Just fluffed the critical jump across the chasm? Rewind. Missed the attack that can kill the boss? Rewind. Failed to save against full petrification? Rewind as hard as you can!</div>
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<i>Overdrive</i> is perhaps one of the most influential Powers in the game. When activated, you roll Initiative again, and may act on both Initiative steps. The cost of this is (you guessed it) you spend an RPD to activate it, and your new turn counts as exactly that - a new turn. This means that you burn through RPD at twice the speed, buffs and debuffs last for half the time, and you can potentially do twice as much damage or move twice as fast. As far as fluff is concerned, the actions are taken at the same time, so if it were real life, you'd be blinking backward and forward in a blurr of activity! Remember that speed example earlier? Your character could move at 30 mph (48 spaces in 6 seconds). That is insanity. While this frenetic pace is incredible and great for ending encounters quickly, the toll of time adds up. Once the effect of Time Manipulation ends, you become Fatigued for a number of rounds equal to twice the amount you spend under the effect, a penalty only exacerbated by <i>Overdrive</i>. For every round in effect, you will suffer a -2 penalty to Speed and Attack Rolls for 4 rounds. Use this Power wisely, for time is of the essence...</div>
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Although not key Talents by themselves, the Force elemental boosting family of Talents lies within Time Manipulation. What few damaging options available to Time Manipulation all deal Force damage, and as such the ability has good synergy with Force based spellcasters.</div>
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<u>Recommended Builds</u></div>
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Time Manipulation benefits from a good set of Hit Points and Skill Points per level. Along with the hard to find bonus to Will, this means the ability is fairly splashable with many other abilities. However, there are some that stand out amongst the crowd. These are just a few ideas, there are hundreds of builds to tinker with, especially with such a flexible ability.</div>
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<b>The Ghost Hunter</b> (Time Manipulation + Hunter's Quarry + Radiant Affinity)</div>
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<b> </b> Historically, ghost and banshees and such have proven to be the bane of many an adventuring party, given they ignore most attacks, and only take half damage from the rest. Time Manipulation's high mobility kit allows it to keep up with Incorporeal and Insubstantial targets, while the Force elemental talents allow a character to deal full damage to such targets. The extra damage from Hunter's Quarry and its accompanying Talents will help confirm kills and ignore any Resistances. Radiant Affinity builds on this, as the Radiant family of talents can help exploit the weakness to Radiance most undead creatures possess.</div>
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<b>The Efficient Berserker</b> (Time Manipulation + Berserk Rage + Bound Weapon)</div>
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<a href="https://wo3lf.files.wordpress.com/2016/01/beacon___the_berserker_by_joshcorpuz85-d8123vl.jpg?w=656&h=930" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://wo3lf.files.wordpress.com/2016/01/beacon___the_berserker_by_joshcorpuz85-d8123vl.jpg?w=656&h=930" width="225" /></a> A previously unmentioned Talent, <i>Attainment</i>, increases the RPD of any RPD ability you possess by 2. If you only possess Time Manipulation, it becomes 4 instead. With Berserk Rage RPD spamming still a thing, stacking <i>Attainment</i> early on can offset some of the restrictions on the ability's usage. This Talent is also very cost effective, allowing your Berserk Rages to continue for longer, and thus deal more damage. All of this, and you can still hop around terrain and surprise your foes. Keep in mind that Berserk Rage and Defensive Formation share the Fatigue aftereffect of Time Manipulation. Since you cannot activate any of these abilities whilst Fatigued, you have to be careful when you activate them independantly of each other. Yet, if you activate them at the same time and they both go into their Fatigue state, you become Exhausted instead. If you get caught while Exhaused, it's pretty much game over. Bound Weapon plays up to the efficiency of this combination, allowing you to customise your weapon as you grow. Although the early campaign may be something of a grind, as you progress your can perpetuate Berserk Rage and Time Manipulation for as long as you need with a weapon that should be well ahead of the damage curve.</div>
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<b>The Force Mage</b> (Time Manipulation + Sorcery/Spellbook + Arcane Soul)</div>
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<b> </b>With the normalisation of Spells, spellcasters have become very utility based, often choosing a selection of similar damage spells to capitalise on any particular weaknesses rather than sticking to one particular theme. Because Force elemental attacks have no natural resistances nor vulnerabilities, they are often used as a middle ground spell, one to learn in case you don't have a particular enemy weakness in your repitoire. However, by focussing on empowering Force spells with Time Manipulation's Force family Talents, the term "jack of all trades" becomes "always effective megadeath spells." Time Manipulation allows you to move out of harms way whilst still allowing you to bombard your enemies, so flavour your slippery spellcaster to taste with the power or Sorcery or the utility of Spellbook. Arcane Soul isn't required, but the consistent damage and further buffs to spellcasting it offers is very difficult to offset.</div>
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<b>The Time Thief</b> (Time Manipulation + Sneak Attack + Animal Companion)</div>
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<a href="http://img13.deviantart.net/2511/i/2015/114/5/e/thief_by_jasontn-d8qv7hx.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://img13.deviantart.net/2511/i/2015/114/5/e/thief_by_jasontn-d8qv7hx.jpg" height="184" width="320" /></a> With <i>Lethal Jump</i> providing easy Combat Advantage, Time Manipulation lends itself easily to Sneak Attack. If there was one detractor, the Combat Advantage granted by <i>Lethal Jump </i>does not last past the turn, so you must keep jumping around a target to continue to benefit from Combat Advantage. This means you cannot perform a Full Attack Action off the back of <i>Lethal Jump</i>, but you can always deal double damage when you teleport. Knowing that, it would be better to take <i>Axeman</i>,<i> Thug</i>, or <i>Swordsman</i> from Sneak Attack to use stronger weapons. Animal Companion is a utility choice. With so many movement and combat options build into Animal Companion, and the teleportation granted by <i>Dimensional Snatch</i>, you can build a highly mobile duo. Canines and Felines can benefit from Combat Advantage moreso than other pet families, although you can create an interesting combo with a Raptor pet and <i>Shared Vision</i>. With <i>Shared Vision</i> allowing you to see what your pet sees, you can have your pet fly overhead to grant yourself full vision. This allows you to teleport over walls and obstructions you otherwise couldn't.</div>
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Thank you for reading so far, if there's anything more you want to see let me know what you think in the comments section below!Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-15554058033783932312015-04-01T19:33:00.001-07:002015-04-01T19:44:35.148-07:00The Updatables and Advanced Wizards and Warriors<div style="text-align: justify;">
Has it really been over a year since my last blog post? Wow, that's shameful! </div>
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The PhD is going well! I'm currently editing and formatting the final document ready for submission. If any reader here is doing or applying for a PhD, get your formatting down straight away. Going back through this epic beast and correcting every citation and formatting error is not a fun soup day.</div>
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Employment is still tough, as is publication, but that's the game. On a similar note, I haven't done anything to forward the publication of Providence, but for a very good reason.</div>
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Over the past year, Providence had its second edition run. Skills grow in points, the number of said points are determined by the Class Abilities chosen. Combat handles pretty much the same, though a few of the Abilities have had a few tweaks. Hunter's Quarry has a range of 20 up from 5, Sneak Attack now deals double damage instead of single dice damage increments, Sorcery has had a few Spell Slot upgrades, and a whole plethora of other minor tweaks.</div>
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The Spell lists were completed, albeit to a minimalist standard. Spellcasting works on a basis on the number of Spell Slots you spend on a spell, rather than just which spell you cast. This means that one spell can have numerous different effects based on how you cast it. Fireball, for example, can be a high-damage focused blast, or a huge zone of lighter fire. With enough Spell Slots poured into it, Fireball can do both to deal huge damage in a large area.</div>
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I took the game to Indiecon (google it, it's great fun), where it met with positive response. There was some feedback, in that it looked different to a standard tabletop game, some of the lingo and terminology made it smell of its D&D origins. That, and the generic fantasy setting I had tried to tailor the game to left it without any stand-out originality.</div>
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So, I've decided that Providence is going to enter its third phase of drafting. The original campaign setting, The Glory of the Shining King, is going to be scrapped and set into the history, and the setting will move on a few hundred years.</div>
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To balance out the existing issues between attacks, defences and skill checks, every number is now being tied into a skill. Certain articles and stats will be renamed, and the character sheet will have an overhaul.</div>
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For example, if one were to attack a creature with a Sword, you add your STR modifier to your Heavy Blade skill, plus any additional bonuses. </div>
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Currently, the spell lists work as they are. However, I do want to experiment with a more freeform system, where you create spells as you learn them. This would be done in a similar manner to the original draft of Sorcerer where certain effects could be tailored to spell templates. However, each spell list would have their own selection of options to keep the spell lists unique.</div>
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I've taken an extensive hiatus from the writing the game, and it's about the time I got stuck back in.</div>
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So, over the next few weeks i'll do my best to give you all information about the new direction of the game. I may or may not dip into some PhD stuff, and I guarantee you'll like that too!</div>
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I'm going to finish up this post with a quick dip into the land of cinema; Advanced Wizards and Warriors is a movie about four middle-aged men embarking on their own adventures, both in real life and on the tabletop. It's a project that looks fantastic and has great potential. Check out the video below, and hit them up on CineCoup to support them. Voting for them puts them a little bit closer to the goal of $1,000,000 to fund and create a movie that speaks to me, and is sure to speak to the rest of the tabletop community!</div>
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<br /><iframe src="http://www.imdb.com/video/wab/vi3922570265/imdb/embed?autoplay=false&width=480" width="480" height="270" allowfullscreen="true" mozallowfullscreen="true" webkitallowfullscreen="true" frameborder="no" scrolling="no"></iframe>
<br /><iframe src="http://www.cinecoup.com/embed/19187dc98dce52fa4c4e8e05b341a9b77a51fd26?shorturl=http%3A%2F%2Fwww.cinecoup.com%2Fs%2F5NtD" frameborder="0" height="500px" width="100%"></iframe>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-26064646809696785892014-03-22T10:39:00.001-07:002014-03-24T11:38:39.341-07:00TinkeringOne of the more recent problems I've encountered with the System is skills. I had already removed and condensed a few from D&D in the 1st edition, and the skills carried over. Now, I'm thinking that there needs to be some editing, and here's why.<div><br></div><div>The skills in 1st ed. were much like the skills in 3.5; each class has a set number of skill points per level which is increased by an Intelligence modifier, and these skill points were spent on skills relevant to the class. There was room for customisation, room to breathe if a character, say a wizard or some such class, was on horseback for a long stretch of a journey. Even though the DC to ride a horse normally is only 5 our hero might not have the skill points to do it consistantly, and as a result may fall off from time to time. Certainly, if the party is ambushed they might end up doing a Gimli-son-of-Gloin and face planting into the mud. Thus, our Wizard might drop a few points into Ride when next he levels up, a symbolic feature suggesting his horsemanship is increasing over the course of his adventure.</div><div><br></div><div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifihwW7SGj-evAUAosAs7nnZAFj5dgaHkfWeNItFLcCqQTZyP6EcozkHLJYikoLJd-J06xGtUVyvbD_GWovUZP4YDWlMef9h7Q4ONsHTIvKW1Cmd0KIUCUOuF8hZML4gbTDcFcnzzU9JQ/s640/blogger-image-1479518274.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifihwW7SGj-evAUAosAs7nnZAFj5dgaHkfWeNItFLcCqQTZyP6EcozkHLJYikoLJd-J06xGtUVyvbD_GWovUZP4YDWlMef9h7Q4ONsHTIvKW1Cmd0KIUCUOuF8hZML4gbTDcFcnzzU9JQ/s640/blogger-image-1479518274.jpg"></a></div><br></div><div><br></div><div>One aspect of skills I disliked in 4th edition D&D was the distillation of the skills list. In retrospect I understand why it was done; the length of skills in 3.5 was cumbersome and colossal, and it meant that certain specific skills would be left by the wayside and ignored. Use Magical Device is a good example, as it can be used to tinker with magical requirements, disable traps, use artefacts and other awesome stuff. The 4e skill list removed something<span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;"> from character creation, and I sought to address in this project.</span></div><div><br></div><div>When Providence was first conceived in strength, the list was compiled from 3.5 with a few adjustments, the biggest of which was the addition of Endurance and Perception, the removal of Spot, Balance, Search and similar skills. As time has ground on and campaigns have been tested, it occors to me that the new edition doesn't fit a skill list very well.</div><div>The old skills points worked because you had a large selection of skills to choose from and a few points to spend every at every new level. Growth was fluid and natural, and diversifying your skills added a bit of neat customisation. With the new straight up bonuses from Character Abilities, this element of customisation doesn't exist anymore.</div><div>Each skill is represented evenly, there are none that have been ignored or neglected. However, unless a character chooses a talent that increases a skill, 2.0 skills tend not to grow. The exception to this is the increase to ability scores, and even then the increases are negligible.</div><div><br></div><div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCh2VakPWJoJoOYaIJjKEuMd3Dr5Y7F8KanEqTr6SEXOwF5mVgPRnG6NXgiqrOj4qW5CvtC1-M_kLczOtzyCz5xFwo2HWSHbARnlfk3c2v040LEBwHAMIAU2zxn24-tdVMqB0sXusgPKA/s640/blogger-image--1281888591.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCh2VakPWJoJoOYaIJjKEuMd3Dr5Y7F8KanEqTr6SEXOwF5mVgPRnG6NXgiqrOj4qW5CvtC1-M_kLczOtzyCz5xFwo2HWSHbARnlfk3c2v040LEBwHAMIAU2zxn24-tdVMqB0sXusgPKA/s640/blogger-image--1281888591.jpg"></a></div><br></div><div><br></div><div>This change in dynamic has forced a change to the meta game as well. In the current testing campaign, skill check difficulty has had to slow significantly. The skills, the strength, the quickness of characters has not grown quickly, and in two cases, not at all.</div><div>As 4th level characters, I feel a simple locked wooden door with metal bracing shouldn't be so much of a problem. Give it a trap, and it's a nice little road bump in a dungeon. However, whereas a 1st ed. Character's Disable Device skill (we assume) has risen by 4 at this point, there's no guarantee that a 2nd ed character's score has risen in any way. The trapped door becomes even more difficult, and unless the heroes can think of a way to bypass it, they may be forced to walk a road they don't want to. Alternatives, such a beating the door down and taking the trap to the face, become an easy fix. </div><div>I wouldn't expect this door to be a problem forever. At the end of the day, I couldn't beat down as door like that, and I'm not dexterous enough to even consider disabling its defences, but our heroes can.</div><div>However, there is a danger of our heroes, when they reach their maximum level that same level where they're supposed to challenge gods and knock on the doors of greater demons, will still have that average Disable Device ability.</div><div>For a Rogue esque character, the chances are slim. The trend to put Ability score points into DEX almost guarantee Disable Device growth. If we assume this god-tier rogue maxes out, then Disable Device will get a +10 bonus, in addition to any bonuses achieved through talents. If we assume our Rogue is something of a monkey, and chooses <i>Sneak Attack</i>, <i>Quarry </i>and <i>Lightning Affinity</i>, then he can gain a +6 bonus to Disable Device from starting abilities alone. With the Skill Tricks, Skill Focus and Thief talents, our Rogue can benefit from a +8 bonus. This totals a whopping +24 to Disable Device, a minimum of 25 if we include the d20 roll. A 25 is enough to auto-success most of the complicated traps ever seen in dungeons, with an average of 33-36 to deal with the endgame traps such as acid floods or accidental Spheres of Annihilation. </div><div><br></div><div>And here we reach a problem. If we assume the player is experienced enough to recognise the need for Talents that increase or enhance skills, he must also realised that, in order to get to that level, he has wasted three of his talents and consumed his skill bonuses to the exclusion of everything else. The rogue will never be as good at sneaking, stealing, backstabbing, sniping, conning or looking good than another rogue who has generalised. One might argue that this is the point of specialising in something, but consider that the rogue's skill with any of the above might not have improved much since 1st level. If a Providence character specialises, I would want it to be at the exclusion of a handful of things and not of everything else.</div><div><br></div><div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXFnnAn6pEbOCT0IwLSCcSr76ZUzLUghyphenhyphenDZI8cu6HMgG9zMTfZyD_HAXp_9jlmo6KYWQIpp8S3m_rA3rovwH3rNJqKZo4KpB35vnarLjwzDQvyaN_fvCo8_Keb-JaBkBqAX3ObiA2bWRE/s640/blogger-image--1724103393.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXFnnAn6pEbOCT0IwLSCcSr76ZUzLUghyphenhyphenDZI8cu6HMgG9zMTfZyD_HAXp_9jlmo6KYWQIpp8S3m_rA3rovwH3rNJqKZo4KpB35vnarLjwzDQvyaN_fvCo8_Keb-JaBkBqAX3ObiA2bWRE/s640/blogger-image--1724103393.jpg"></a></div><br></div><div><br></div><div>So, what to be done?</div><div>For starters, the skill list needs to be truncated. Not much, mind you. Although I love it with a passion, Use Magical Device will be rolled into Spellcraft and Knowledge (Nobility) will become one with Knowledge (History). I have no idea what to do with Professions. Probably drop them altogether, since they never get used, and I'm at a loss as to what to do with certain DEX based checks.</div><div><br></div><div>In terms of skill growth, I have no idea what to do. The variables we have to consider are thus; ability scores are going to go up as characters grow, increasing skills as they do so.</div><div>Skills are used in combat to perform actions against enemies and for allies. In 1st edition, this created characters who could auto-trip and auto-tumble boss monsters, due to the difference in <span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">size between a skill and a defence. </span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">The difficulty of dungeons is variable, but generally has an upward curve. The DC to pick a lock will rise if it has been made and enchanted by dwarves, or go down if it's a rusty, dirty thing scrounged up by Kobolds. </span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">DC modifiers tend to be realistic - a colossal reinforced iron door with defensive spells and trapped with an electric keyhole will require multiple high-end checks to disable or damage.</span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">Types of people don't change, but their attitudes do. At 1st level a barbarian wouldn't be able to intimidate the tyrannical baron into lending his party aid, but their slick-tongued bard might be able to convince or connive resources from him. Only later, when that barbarian is known as a slayer of dragons and wrestler of ogres does his intimidation have any weight. Even then it will be a difficult sell to rattle a hardened and feared ruler. Thus, the skill check changes from 'Impossible' to 'Very Hard' (to the 30's).</span></div><div><br></div><div>I'm open to ideas. The goal is to have a skill system that rewards a player with scale and options, but doesn't overpower combat or fall beyond the realms of reality. Play your favorite tabletop games, see what they did, see what you would change.</div><div><br></div><div><br></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com3tag:blogger.com,1999:blog-5242011212221670146.post-60406620620225843372014-02-27T05:48:00.001-08:002014-03-14T19:00:20.835-07:00On Character Creation in 2.0<div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqTkr7_YoXZjrpWx7oJxU-h_VbBdm8-Z-totzoYUT09sj-7yqXxxmcJ_kwjORWvGHST91e5Hxokdz81SgRMzov9Bhr6mVpUHDy5YlnGXUQgOBN8B-ExeNWn96oZtVPiTrSmK3lLT6iYXk/s640/blogger-image-1707001257.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqTkr7_YoXZjrpWx7oJxU-h_VbBdm8-Z-totzoYUT09sj-7yqXxxmcJ_kwjORWvGHST91e5Hxokdz81SgRMzov9Bhr6mVpUHDy5YlnGXUQgOBN8B-ExeNWn96oZtVPiTrSmK3lLT6iYXk/s640/blogger-image-1707001257.jpg"></a></div><br></div>'With the new version comes a new way of generating characters. On paper, it is vastly different to the first iteration of the game, but in actuality the process is very similar.<div><br></div><div>In the original, a character recieved the following; six ability scores, racial bonuses, defence bonuses, hit points, and the typical plethora of armour and weapon proficiencies, skill points, spell growth, attack growth and healing surge count.</div><div>Providence Classes were built on the concept of three abilities to define a class and its play style. Paladin had <i>Divine</i> <i>Aura</i> to detect alignments, <i>Divine Challenge</i> to control and tank targets, and <i>Domain of the Order</i> for their class- orientated growth. Here, the aura and the challenge can identify and isolate enemies, while your domain choice and the traits within that choice will alter the way that character is played. As an example, this Paladin is a smiting heathen guy, so he choses the War domain, from the War Domain, he chooses access to a permanent melee damage bonus, the ability to fly into a divine rage, and improved AC. On top of all that, he also gets a 1st level feat, gear selection and so on and so on. Let us call this knightly paragon Sir Roderick of Ormley Fields, hunter of the wicked and defender of the weak!</div><div><br></div><div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0FyaCme4pXAoekBeO-hrXK6BfWl1-9NjbZux7DP2TjDWe_5DJq53MTB-hsloV0mfeS3MCN7VZ-f1t3Gofcp85QPppHqMIisUEM7rcQOIt5Gk_KWKIdJSeeUAu21iE6rV3bci76YMUfU0/s640/blogger-image--207261915.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0FyaCme4pXAoekBeO-hrXK6BfWl1-9NjbZux7DP2TjDWe_5DJq53MTB-hsloV0mfeS3MCN7VZ-f1t3Gofcp85QPppHqMIisUEM7rcQOIt5Gk_KWKIdJSeeUAu21iE6rV3bci76YMUfU0/s640/blogger-image--207261915.jpg"></a></div><br></div><div><br></div><div>In the new version the three abilities per character is still in effect, and is the main method of creating your character.</div><div>To recreate this character in the new edition, we select the three abilities suited to the class we want to make. Firstly, <i>Divine Soul</i> is functionally identical to <i>Divine Aura</i>, so choosing it gives Sir Roderick his ability to hunt out alignments. <i>Divine Challenge</i> has been replaced by <i>Challenge</i>; both abilities are marking tools, the new ability lets Roderick make free move actions instead of auto-damage. This makes him sticky, tanky, and surprisingly mobile. Lastly, we choose <i>Divine Magic</i> to allow Roderick access to a handful of Divine Spells.</div><div><br></div><div>So far, Roderick handles almost the same between the editions, the only major change is the mechanics of his marking tool. However, here is where the divergences begin to appear.</div><div><br></div><div>Hit points are not determined by class, but by which abilities where chosen. To calculate Roderick's 1st level hit points, we add the bonuses provided by the abilities to his CON score.</div><div>Roderick is a healthy man, boasting a CON of 16. Roderick generates 6 Hit Points per level (2 from <i>Divine Soul</i>, 3 from <i>Challenge</i> and 1 from <i>Divine Magic</i>), and so his starting Hit Points become 22.</div><div>When Roderick levels up his Hit Points will rise by 6, and his CON modifier will be added to that. Since his CON score of 16 gives us an ability score modifier of +3, his Hit Points rise by 9 for a total of 31.</div><div><br></div><div>Defences and skills are similar in that each ability comes with stock bonuses. Both <i>Divine Magic </i>and <i>Divine Soul</i> grant Roderick a +2 bonus to Will and <i>Challenge </i>offers a +1 bonus to Fortitude. However, these bonuses will never rise or change. The only way for defences to rise is through ability score adjustment.</div><div>Each ability comes with a +2 bonus as standard. <i>Challenge</i> offers a Nobility bonus, <i>Divine Magic </i>grants Spellcraft, and <i>Divine Soul</i> allows the choice of any skill. On top of these bonuses, we may choose from another selection of skill bonuses limited by our ability choices. Not having abilities befitting of a skill monkey, we choose Religion and Endurance for Roderick to play to his religious and knightly strengths. Other abilities would have granted him a greater selection of skills. <i>Sneak Attack</i> grants a Stealth bonus and an additional three bonuses from its list. However, the obvious trade off is fewer hit points per level and a list of skills that may not fit into Roderick's play style. What use is a sneak attack if he needs to be in the open, challenging things to mortal combat?</div><div>With this in mind, these particular abilities could make a funny, dishonourable knight, the kind that jumps out from the bushes and stabs a man in the back, and only then shouts "I challenge you!" Combined with some of the stealthier and sneaker Divine Spells, you can really abuse the bonus movement from <i>Challenge</i> to stick to the poor, poor victim.</div><div><br></div><div><br></div><div>Replacing Feats and class based growth are Talents. Each Ability comes with its own list of Talents to choose from, which in turn is supplemented with a General Talents list that offers options anybody can take. A character chooses three talents at 1st level, and they gain another one at every level thereafter.</div><div>However certain options are no longer available - in this case the Divine Rage ability doesn't exist. If one were to make a holy warrior with a violent streak, Divine Magic could be replaced with Berserk Rage to capitalise on melee attacks and the inherent speed granted by <i>Challenge</i>, but Sir Roderick is not that man. Sir Roderick is a man of Divine purpose! Great, unmitigated justice! Say it again - JUSTICE~! Roderick's strengths are his speed and smiting power in a well armoured package, backed by his spells.</div><div>The first Talent Roderick chooses is Tactical Break; by ending the effect of his <i>Challenge</i>, Roderick can make a move action for free. This means he can move forward into challenge range, challenge his target, end the challenge and break forward, letting him get to melee range and going in for the kill. It can also be used defensively if he needs to get away. Say Roderick's Wizard friend is under threat. By shifting back and using Tactical Break, he can gain ground on the attackers and rescue his erstwhile companion.</div><div>Secondly, Roderick chooses Attacking Aura. This grants a +1 bonus to all attack and damage rolls for Roderick, and anyone in his Aura. By taking it again for his third talent, this +2 offence bubble provides Roderick and his allies a forward base, as it were, to benefit from his attack bonuses and capitalise on the protection he grants them.</div><div><br></div><div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhipWgDn86utFkH5Gtk_dypN_Qjv-P7QyIFEsf44orD3qgF9GzpgUdmEoZ2X3WBk5AhW_jo50bvv0ntDxTQc1etF7fsSXXU4wOLeGmb_vr0WjOouj6CUcKCesTomUXLhp4jaMnlFIXP6bs/s640/blogger-image--1394090225.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhipWgDn86utFkH5Gtk_dypN_Qjv-P7QyIFEsf44orD3qgF9GzpgUdmEoZ2X3WBk5AhW_jo50bvv0ntDxTQc1etF7fsSXXU4wOLeGmb_vr0WjOouj6CUcKCesTomUXLhp4jaMnlFIXP6bs/s640/blogger-image--1394090225.jpg"></a></div><br></div><div><br></div><div>So, between the editions, what's new?</div><div>Roderick is less aggressive and more supportive, although the aura and abilities could be built with killing in mind and provide even more damage instead. With the change to Challenge, Roderick can move significantly faster, and in theory, provide more coverage for the party. The number of spells he possesses have not changed, nor have the majority of their effects. However, character growth has slowed significantly.</div><div>Any defence, attack or skill increases are all talent based, it's up to the player to decide where their characters should grow. So between the two versions, the characters are pretty much equal at 1st level, minus one feat and a some increased skills. However, the difference between levels is more jarring. Character growth is a slow, natural evolution rather than a set of sudden power jumps.</div><div>In the endgame, 2nd ed characters will be weaker than their 1st edition counterparts, but their growth is more varied. Magic items and customisation selection are more important, and Sir Roderick as a character will, or at least should, grow into the man the player wants.</div><div><br></div><div>What do you think of fully customisable characters? We're still very much in a beta phase, but more abilities and talents are being continuously added! I see exciting times!</div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com1tag:blogger.com,1999:blog-5242011212221670146.post-26585895146286873572014-02-21T12:51:00.001-08:002014-02-21T12:51:50.730-08:00Pains and Painting<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG2UNgOvdWBHCEbdMI5ZB8xzZFCEBDJeuDlaL1hrmUJUpafR9gsBCV7ujymGmfBEE0gD8uF0xlQif5PE18D0X6McBBoVuYBC2NAa2xjmbF944ZFMh8YArRQ-Cc7NK2-EOsfvx2f3IaYL8/s640/blogger-image-1135060729.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG2UNgOvdWBHCEbdMI5ZB8xzZFCEBDJeuDlaL1hrmUJUpafR9gsBCV7ujymGmfBEE0gD8uF0xlQif5PE18D0X6McBBoVuYBC2NAa2xjmbF944ZFMh8YArRQ-Cc7NK2-EOsfvx2f3IaYL8/s640/blogger-image-1135060729.jpg"></a></div>I am a terrible 40k collector. I have something of hobby ADHD; I build an army list, get the models, assemble and base the models, and then do nothing with said models for months at a time. I'm also a bit of a codex whore, I'm the sad act who owns every major digital rulebook release, save for the dataslates.<div>Recently, I've taken an interest in the Orks (thanks to the hilarious ravings of the Ork Mekboy from Retribution, mentioned in the previous post), so I dusted off the remnants of my Black Reach box set, long forgotten in the tides of modelling yore, and started gluing stuff together.</div><div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4sn3OPL6LPIyYhyphenhyphen68Azuzeu4kUJoj45Pz4PJzmucpEDGnApBzNxI8LyZ1n8Azc6WQ4CEXoFBvi6NNGAi2NA8YrWsOsaj0mpF65M3TeBNAzcz0-8oqoX6jBFbJdLQSCiS6BgWjaYFXdvw/s640/blogger-image-1248078246.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4sn3OPL6LPIyYhyphenhyphen68Azuzeu4kUJoj45Pz4PJzmucpEDGnApBzNxI8LyZ1n8Azc6WQ4CEXoFBvi6NNGAi2NA8YrWsOsaj0mpF65M3TeBNAzcz0-8oqoX6jBFbJdLQSCiS6BgWjaYFXdvw/s640/blogger-image-1248078246.jpg"></a></div>This Warboss isn't quite finished, he needs a few more layers to him, some brighter skin, another wash, and a good, thick swampy basing, maybe some mushrooms here or there!</div><div>What I find important about this little deviance is not the army, but the painting. My beloved girlfriend said to me "can I paint one?" So I dug out an old, unpainted metal Chaos Chosen and let her go mental. I taught her the basics of brush care and which brushes to use when, the importance of washes and thinning pains, and this is what came out! Meet George, Chaos Chosen:</div><div><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj60eKRarFtOf0sw065cEVQk33LGARt1VWA-UuuJ3crC-CzjbhR0Yl6JOE8xHN3erFmab54oiZ4LYiQPelcUDEO4wfHLHARZXwXt3OZJSsQeDht6xNCuDI2fgDFnOv-HoQQT7kg_DihleY/s640/blogger-image-1673320637.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj60eKRarFtOf0sw065cEVQk33LGARt1VWA-UuuJ3crC-CzjbhR0Yl6JOE8xHN3erFmab54oiZ4LYiQPelcUDEO4wfHLHARZXwXt3OZJSsQeDht6xNCuDI2fgDFnOv-HoQQT7kg_DihleY/s640/blogger-image-1673320637.jpg"></a></div>What humbles me is that I had never expected my other half to take an interest in my hobby. I had never even considered the possibility of painting with her, and I had been ignorant enough not to ask. When George was finished, she smiled, and laughed, and said "oh he is just the coolest guy!" Or something to that effect. The important bit is her enthusiasm reminded me of what it's like to see your army roaring into combat, with every model painted and based to the best of your ability. The old adage that painted models play better than unpainted ones rings true if you really put your heart into it. It doesn't have to be perfect quality, and it doesn't have to be a studio level job, but if you feel like it was your best work, you're obviously going to be proud. You can feel that your unit is going to accomplish a great feat in the course of the game, and you feel their loss more keenly when they're off the board. </div><div>I cringed as a volley of Necron warrior fire shot down one of my anti-tank Stormtalons, but I whooped and cheered as the remaining two swung forward and peppered the monolith to death. Tactical Squads have drop-prodded in, bearing flamers and heavy bolters, who had to defend an objective against Deathwing terminators. Did they die? Yes, and horribly. They were completely out of their depth, and they didn't have the weapons for the job. But they held the line, the second combat squad counter-charge and survived combat long enough for the Chaplain and his own terminators to do something about them. They even brought two of the bastards down themselves, and the Chaplain's Terminators wouldn't have won the combat if the tactical squad hadn't engaged. With two tactical marines left, they held the objective and hid behind the remains of the drop pod.</div><div>Now that is an epic event, a mote of action in a much bigger game. If written up, it'd make an awesome action scene in a novel, and would open up the two survivors to some character development, perhaps promotion to Sergeants of other tactical squads. I put a purity seal on each of them, and I remember that battle very clearly. Whenever these regular Bolter boys hit the field, I feel that the squad they're in is destined for great feats.</div><div><br></div><div>When my girlfriend jumped for joy at the birth of George, I felt a little spark of happiness in my heart because I'd ignored the call of the hobby for too long. My head was wrapped in competitive lists and model orders, paint schemes and basing effects, future release rumours and current cheese-mongering strategies. Sometimes, we just need to take a step back and say to ourselves "I'm going to paint my Orks with bright pink lipstick, because I think it's funny!<span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">"</span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;"><br></span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;"><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUc9iy0PweSlolStpI5vJjfhOStIEFt6_vMblXNf7H3tou_wrF7Hybh8-OZcswYes8GE2Ymvujz8W7HzA9v3L3tygWSIG1gk8PeOHX6pbnLt3xsE-dU3AN-vbijVQPgy_IqJTleaaOfeQ/s640/blogger-image--704490225.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUc9iy0PweSlolStpI5vJjfhOStIEFt6_vMblXNf7H3tou_wrF7Hybh8-OZcswYes8GE2Ymvujz8W7HzA9v3L3tygWSIG1gk8PeOHX6pbnLt3xsE-dU3AN-vbijVQPgy_IqJTleaaOfeQ/s640/blogger-image--704490225.jpg"></a></div><br></span></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-51414743492504951452014-02-11T05:44:00.001-08:002014-02-11T05:44:31.364-08:00RETRIBUTION<div>The big drive of Providence 2.0 is character customisation. If you can imagine a character, you can build them. Don't expect first level death machines, but you can easily imprint your idea into a game. The system is by no means perfect; skill growth is relatively static, and relies on ability score increases and specific talents, and the skill list is a bit too big for my liking. However, there are lessons to be learned everywhere.</div><div><br></div>One of my favourite games is Dawn of War: Retribution. It is a standalone expansion of Dawn of War II, and is widely considered as a magical series of strategy games.<div>I'm a big fan of the 40k universe and it's racist, xenophobic outlook, and how the nicest race in the setting is a proponent of forced indoctrination and planetary sterilisation.</div><div>One of the best bits of the game is the Last Stand mode; one representative from each faction is put in a pit with two other random players to beat down waves of regular enemies. There are only two arenas, and the wave layouts are set in patterns and all the enemies come in the exact same formations. Each of the eight characters have their own level based system, whereby new equipment is unlocked, although the stats remain the same.</div><div>Sounds like a grind? Yes, it is a grind, very much so, but the gameplay is immensely addictive, and I believe the glory lies in the customisation.</div><div><br></div><div>Each member of the roster fills a different battlefield role, and each have their own strengths and weaknesses. The Space Marine, for example, is very tanky and benefits from a large selection of armour, weapons and health regeneration items. Does this mean he can be used exclusively as a tank? Absolutely not. With the holy Bolter, he can gun down light infantry, and use his abilities more often (an ability that comes at a premium for said character). With a thunder hammer, he becomes a vehicle assassin. With the lightning claw, he chops up most infantry easily. Give him a jet pack, he is an alpha striker, able to wreck units before they reach the meat of the arena and using his increased survivability to win close fights. With a plasma gun equipped, the space marine can fly out of range, taking pot shots and generally running interference.</div><div>Aside from weapons and armour, characters can take equipment and a Leadership item, an item that changes the game immensely for said character. The Marine has health regeneration, the ability to summon a dreadnought and the power to issue an orbital bombardment. Combining these abilities with the appropriate weapons and armour can lead to amazing consequences.</div><div>The bolter's ability to refresh the space marine can lead to a lethal bombard spam, the bane of any horde force. Stacking the highest armour and Regeneration leads to an unkillable tank, who can act as the an anvil, against which the enemies are struck. Instead, the Dreadnought can kick ass and take names for the glory of the emprah! How the marine is built changes the relationship with the dreadnought. With the tanking build, his regenerative and healing items will keep his ally alive, but with the pot-shot build, the two make a scary tag team, able to fell the mightiest of foes with relative ease.</div><div><br></div><div>But what of weaknesses? <span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">The Space Marine is slow. Without the use of the jump pack, and thus a vital equipment slot, he has extreme difficulty reaching groups of enemies in time. Secondly, the marine's energy meter, the method through which abilities are used, has very few buffs. Only the Bolter, arguably the weakest weapon in his arsenal, improves regeneration rate, meaning that his abilities are at a premium. Although they are powerful, a space marine player must choose abilities carefully lest they find themselves overrun.</span></div><div><br></div><div>This is one example, and I haven't even scratched the surface of it. I could rant for ages on the uses of the Tau Commander, the Farseer, or the game changing lag machine that is the Ork Mekboy. Each of them belong to their own role; the Commander is a ranged damage dealer without peer. The Farseer has the widest selection of support abilities in the game. The Mekboy deals damage, but his greatest strength is running interference, dicking all over clusters of enemies and tanks alike with strange contraptions, bombs, and severe teleportation abuse.</div><div>I heartily suggest picking this game up from Steam. It is a paragon of character creation where every item has uses and nothing is worthless. The animation is sleek and the voice acting is fantastic. If you design tabletop games, or want to, Retribution is a pick-me-up. Whenever I'm feeling down or frustrated, one round of the Last Stand puts me back into the mindset, and I go back to tinkering with Providence.</div><div>See you I'm the arena!</div><br><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNLYkccDnZej42v76oi_GzRX4ZIEuSZZOokXc5vafelG8cOqqlNalw0R9CZi_SDD1fnC3nxJA4f_dcupC6T4KjWlWfsHqV0mM15_5xcVmGj5_mljQRNhAMDPjqq_1WwDULm4OU4uja1ss/s640/blogger-image--1456421192.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNLYkccDnZej42v76oi_GzRX4ZIEuSZZOokXc5vafelG8cOqqlNalw0R9CZi_SDD1fnC3nxJA4f_dcupC6T4KjWlWfsHqV0mM15_5xcVmGj5_mljQRNhAMDPjqq_1WwDULm4OU4uja1ss/s640/blogger-image--1456421192.jpg"></a></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-41607732880693121012014-02-02T19:51:00.001-08:002014-02-02T19:51:26.854-08:00Here in the now and the now to the Future! I are back! I apologise for the lack of activity of this blog, it's been an immensely busy year and despite what I've wanted to do and write and say here. Here's a rundown:<div><br></div><div>The move went well (ish), and the new town was great.</div><div>Relationships end, relationships begin, people die and babies are born. I am now the proud uncle of two nieces and two nephews!</div><div>I was accepted to do my PhD. I work full time at mcdonalds to pay for it.</div><div>And last but not least, Providence <span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;"> has had a massive overhaul.</span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;"><br></span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">So, what is the future of Providence?</span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">Well, firstly, that weekly story I promised hasn't happened at all. All of my creative time is now almost completely consumed, and the rest of my time is at a premium. I can't promise a story, but I can promise weekly updates, every Monday! I'm going to branch out from my usual game based articles, and start talking about other things close to my heart and closer to my expertise; writing, game design, computer games, and, of course, McDonalds.</span></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">I still run and test Providence, and I have those glorious boys at Alcon to thank for it's new lease on life.</span></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">At Alcon, I pitched Providence to the role playing group and it essentially got munched. Issues such as odd level scaling, imbalanced races, vaguely translated spell lists, odd resistance management, a strict class paradigm in a game based on customisation, the problems with half level scaling and skill points and so on and so forth. Basically they made me sad, but never fear! It has spawned the Providence 2.0!</font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">Sometimes it takes the hardest hit to make the biggest change. Criticism is like dentistry. It is an unparalleled force for good, but it can hurt. The good news is 2.0 is awesome.</font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><br></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><br></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><b>UPDATED RULES!</b></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">The half level growth, skill points and Hit Dice rolling are gone, and ability score increases have been added. Every character gets a +1 bonus to one of their ability scores every level. Magic item creation is simplified, magic has been standardised, and equipment selection is free form. Anyone can wear and wield anything. Items have been removed to compensate, and there is no longer a list of wondrous items. It's up to the game's designer to make any special items for their campaign, I can't shoehorn things I think should exist in someone else's world. Stats for weapons have been adjusted, and races have been balanced with comparable traits, optional ability score bonuses and a wider selection of skill bonuses. The rules for combat are largely unchanged, with only the smallest of tweaks.</font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><br></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><b>CREATE A CLASS!</b></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">Instead of picking a class, you choose three abilities from a massive list, all drawn from the old class abilities. These essentially create the play style you want for your character; want a knight? Select Challenge, Equipment Optimisation and Dominate the Field for a sticky, hard to kill and hard hitting beast. Fancy a war priest? Berserk Rage, Divine Magic and Light Affinity will deliver healing and buffing and asskicking in equal measure.</font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">Feats no longer exist, replaced by Talents. Each ability chosen for your character has a set of unlock able talents that comes with it, so you essentially create your own Talents list as well. The multitude of Feats written for the first edition have been culled and rolled together into General Talents, which can be chosen by any character. Talents are now the sole growth of everything, including skill bonuses, abilities, powers, spells known and spell slots available. You can specialise in one of your abilities, taking all of your Talents from one list, or mix and match them to cultivate the play style you want.</font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">Hit Points and Skills are determined by the abilities you chose; abilities with more Hit Points tend to have fewer skill bonuses attached to them, whereas those with fewer Hit Points will have a greater variety of Skills and skill bonuses to choose from. The legendary CON modifier still applies to Hit Points, so careful planning can make a brutal tank or a tough little rogue.</font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><br></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><b>THE ADVENT OF THE MONSTROUS!</b></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">The monsters of 1st Ed. have been rewritten. Instead of monstrous classes and racial specific bonuses, now all that there is is the racial profiles. The average monster will have one character ability to its name, save for bosses, who have three, and the rare campaign critical bosses have five (!) abilities to their mighty name. Indeed, all of the monsters have their own unique quirks, and their profiles are just as good for PC's, if you so desire. </font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">I encourage you to write your own rules for your own monsters, tinker with the existing paradigms. How about an ethereal creature that manipulates reflections in a hall of mirrors, and give said ghost Sneak Attack?</font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><br></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif"><br></font></div><div><font face="Helvetica Neue Light, HelveticaNeue-Light, helvetica, arial, sans-serif">The new system is being tested with a new campaign. All seems to be running smoothly, and no game breaking combination has been found, as of yet. It's a brand new dawn for this game, and I hope to share the ride with you! See you next Monday!</font></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com1tag:blogger.com,1999:blog-5242011212221670146.post-24150440389602390772012-05-29T08:03:00.000-07:002012-05-29T08:03:06.588-07:00Insanity's Crown - Prologue<br />
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<i>This is the brief introduction to a Providence game I am currently running. This is not related to the Providence Weekly story post that I promised, but it is set in the same time frame and in the same geographical location. </i></div>
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<i><br /></i></div>
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<h2>
Insanity’s Crown - Prologue</h2>
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<span style="font-size: 12pt;"> <i>Too late and to their sorrow do those who
put their trust in Gods find that trust misplaced</i>.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">Lord Garret had a good view of
Remienburg. It wasn’t what other Lords wanted in a window view to work by, as a
combination of trade, industry and poor planning had make the sky around the
city typically grey. He watched passively from his oak chair as the refinery belched
another cloud of ash, while mine carts were slowly fed into its’ gaping maw.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">“Captain Mord,” he said without
turning.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">“Sir,” the Captain replied.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">“I notice that there are fewer miners
working today,” Garret said with an air of feigned ignorance.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">“Sir,” the Captain replied again.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">“Why is that, Captain?”<o:p></o:p></span></div>
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<span style="font-size: 12pt;">Mord scratched his chin. “<st1:state w:st="on"><st1:place w:st="on">Ill</st1:place></st1:state>, Sir” he said at
last.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">“Indeed.” Garret stood, his thin
frame barely filling the width of the window. “Determine ‘Ill’ Captain.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;">Mord’s brow wrinkled, and stood in
silence for a few minutes.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">In Garret’s opinion, Mord had been a
real find; the half-orc appeared mostly human, save for the height, muscle and
fangs, and best of all, he didn’t <i>think</i>.
Not that he was stupid; Mord knew and understood many concepts that Garret
admitted he could never grasp, like how to strangle a lion in just the right
place, or where to kick the door to deal the least damage to your foot. Mord
did not think, he merely did. He was completely honest all of the time, because
the idea of saying anything but the facts never occurred to him. He did things,
and that’s why they happened, and that’s how they get done. When Lord Garret had
promoted Mord to Captain of the City Watch, the criminal masterminds laughed at
the simpleton Captain in the shadows. Suddenly, they found their heads lining
the battlements of Remienburg.<o:p></o:p></span></div>
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<span style="font-size: 12pt;">“The workers are being poisoned,
Mord,” Lord Garret said patiently, his back still turned. “The wells are clean,
or we’d all be dead. The brewery is not responsible, Mr. Mallory is very
careful with his ales. What do you think, Mord?”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Er,”
Mord said, wishing for death.<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “The
river Antioc, Mord” Garret said, as he slowly approached his desk. “See these
reports; the farms and steads on the river have been producing less grain for
years now. What else sits on the river, Mord?”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Skinner’s
Mining Co.” Mord replied swiftly. Buildings he could do. He could relate.<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Correct.
Where are the miners of Remienburg employed?”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Skinner’s
Mining Co.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Good
work Mord.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> Light
dawned on Mord’s face. “Sir, the Watch can’t investigate the mine, s’private
property.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> Garret
smiled and the half-orc shifted uncomfortably in his place. The Lord’s grin was
humourless, and sat on his face like a hairline crack.<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “This”
Garret continued, handing the Captain a small scroll bearing his seal, “is a
warrant for the investigation of Skinner’s Mining Co. Don’t press them if there
are any locked doors, bits of paper missing or persons miraculously on holiday.
Instead, keep a record of them, will you?”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Yessir. Understood sir” Mord
replied.<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> And there
it was. He understood. This was his job, and this was all that was needed to be
done, with no trimmings.<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “I expect
this report by the end of the day,” Garret said, returning to his seat.
“Remember, do not arrest or harass Mr Skinner.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Understood
sir.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “And
fetch me Diviner Blaking, I have a few messages to deliver.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Yessir.
Anyone I know sir?” Mord asked, his bright-eyed grin betraying his relief.<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> Lord
Garret leant back into the hard wood. The sun was rising behind the smog, now.
“I don’t think so,” he answered after a while. “The Inquisition, and a certain
someone from <st1:place w:st="on"><st1:placename w:st="on">Kingway</st1:placename>
<st1:placetype w:st="on">Heights</st1:placetype></st1:place>.<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> “Hur hur,
good one sir, you always make me chuckle sir.”<o:p></o:p></span></div>
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<span style="font-size: 12pt;"> So
honest, Garret thought as Mord left hurriedly, it bordered on painful.<o:p></o:p></span></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-63106764194113741392012-03-06T10:15:00.001-08:002012-03-06T10:56:33.493-08:00Updates and leaky pipesRight, moving house is still in full swing, and as a result I haven't had the time to do as much Providence work as I wanted. As promised, the Providence Weekly will be up soon, but only until I get full blown Internet rather than huffing off of the local pub's. <br />
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Having written up the main characters of the Providence Weekly, I've also noticed a few problems with some of the existing class layouts, including typo's and class design that contradicts the mission statement;<br />
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Inquisitors gain small bonuses based on who their adventuring party consists of. This alone is fine, but the 1st level choices become extremely limiting, detailing three specific powers per selection. This defeats the point of Providence, as each style of play is tailored to one ability score, essentially forcing an Inquisitor to behave in a specific manner. This has been resolved. Each power, instead of being grouped into three, are now individual. At 1st level, an Inquisitor chooses three of these powers as his personal oath of service. Many of these powers have an INT based component to be true to their toolbox nature, and existing powers have been re-written to hammer out any confusion.One thing that alarms me is that Inquisitors gain a lot of things in comparison to other classes. Usually, I arrange class growth with one or two independent systems, such as fighter bonus feats or monk martial arts, that grant bonuses at even level. Then, every now and again, the class gains a power that defines it, such as a Sorcerer's Wings of Magic. Inquisitors have a lot of these powers, but all of them run on a large variety of skills. I worry that, since no inquisitor can make good use of the whole list of powers, some of these gifts will essentially be dead weight. Still, as far as numbers go, inquisitors are far from overpowered.<br />
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This runs nicely along to Barbarian. Aside from their 1st level choice, of which Barbarian has only a few, there is no other class customisation. Compared to more recent classes, again like Monk or Shadowdancer, this is crippling. These classes gain access to their growth system at 1st level, in Monk's case, two Martial Arts. Barbarian does not, and having run some numbers, Barbarians can't pull the same kind of weight as a Mountainheart Monk.To fight this, barbarians are being given a lot of love to put them back on their pedestal as the number one damage dealer. A Barbarian can choose 3 of their rage powers at 1st level. Since the Providence list of rage powers is a truncated and adjusted version of the pathfinder list, there aren't enough rage powers to see a barbarian into epic play and retain a feeling of individuality, thus the list of rage powers is going to be greatly increased. In addition, the list of rage powers will be rewritten to make its format more in line with the current style. <br />
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Chronarchs are a class quite close to my heart, because it is one of the few classes that I feel is original. What can I say? I'm bias.Still, after running several character sheets and listening to my friends, they felt like a one-trick pony. The whole design was built around the use of scythes, and despite a selection of 1st level choices, all of the builds ended in the same manner, were used in the same manner, and attempts to make scythes compete with military weapons was confusing.<br />
Changes have been made.<br />
Scythes have been dropped, so too has Cut the Weave and similar powers based on scythe play. Instead, there are Chronarch feats that grant bonuses to Scythe use to keep the original options open.<br />
Chronarchs are now proficient with military melee weapons, keeping in line to their original basis from Battlemind/Psionic Warrior.<br />
Army of One's effect has been changed. Now Teamwork Feats is the realm of Warlord, there is very little reason to keep the Chronarch's independent reliance on them. Army of One now grants a Warrior's Kairos at 4th level and every 4th level thereafter, which not only grants a bonus to one of the four defences, but a unique power as well. With the Warrior's Kairos, players can make any kind of time bender their minds can conceive of; a mental bastion of saving throws, an iron-hard warrior, a time thief, an unstoppable slayer, or perhaps a certain Time Lord in a blue box. I believe that is a great deal more choice than a dude with a scythe.<br />
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Clerics are getting a slight nerf, as are all of the major spellcasters. Because the spell lists of Providence are becoming so extensive, granting all of the 0 level spells as standard becomes a little bit overkill. A 1st level cleric with a high INT is, without competition, the greatest support toolbox in the game.To combat this, each of these classes will be restricted to the number of 0 level spells they gain access to, but their ability to cast them at will will remain unchanged. It is a great depreciation in power, I know, but at the same time the choices a player makes will add a certain degree of flavour to their caster.<br />
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The Rangers' Beastmaster Style will be removed from the game. This has had a myriad of balance issues since its inception, and its problems were emphasised in the fallout of Totemic. Not to say that the idea has been abandoned, it will merely be absent from Ranger. In fact, the full design for another Martial class, Beastmaster, has already been written, but the controls of the pets are still up in the air with the coming of the monster manual, which I'll get to later.<br />
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There are a few new classes in the works to fill the remaining holes in the power sources. As mentioned above, Beastmaster is a melee pet class, and is a more fiddly Martial class to counteract the more straightforward classes in the group. Runepriest is a dedicated Divine damage dealer, and will be blessed with a 1st level knowledge of Supernal and Infernal. It works by assembling letters, each possessing a very minor effect, and creating a word, which augments the Runepriest's next attack. It's still under immense construction.<br />
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Pariah is Providence's answer to Wilder. Instead of casting Psionic spells, a Pariah gains powers as they grow in level. When certain powers are used in succession, the results are impressively explosive. In addition, the nature of these powers change dependant on the Pariah's emotional state.<br />
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Puppetmaster doesn't fill a role, and chances are, it will be abandoned. Originally the pet option for Artificer, the concept if a fully customisable robot to be controlled like a second character, but since it doesn't fill a mechanical role, it will most likely be scrapped.<br />
<br />
The Providence Monster Manual is beginning to be written. Instead of previous monster manuals, which provide one monster template for one monster level and given a rough scaling formula, I want to try something a little different. What I envision is a monster generation book that gives specific templates,allowing for pick up and play monster stats, as well as a method of creating balanced and easily scalable monsters.<br />
Specific Monsters will be given a similar layout like the Race layouts, detailing ability score bonuses, racial powers and the like.<br />
Monsters will grow similar to players. Monster subtypes grant a selection of powers at 2nd level and every 4th level thereafter, reflecting a monster's beastly heritage.<br />
Taking off from where 4E started, there will be monster classes that grant bonuses at 1st level, 4th level and every 4th level thereafter. Classes such as Brute, Warrior and Leader allow for monstrous flavour, whilst allowing a clever GM to make tricky dungeon dwellers. At 5 level intervals, there are prompts for GMs to create their own optional powers for these monsters, specific twists that fits into their campaign or make a specific boss unique.<br />
On top of all this, monster stats and classes are interchangeable with player stats and races. Why not have a human rabble of Minions, or an untrained pit fighter NPC be represented as a Brute? Equally, if you want to create a lasting necromancer archenemy for your heroes, give him some player class levels to make his level of power more apparent.<br />
<br />
Are you excited for the coming year? I am.Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com3tag:blogger.com,1999:blog-5242011212221670146.post-88427576274381825452012-02-06T07:54:00.000-08:002012-02-06T07:54:24.878-08:00How To: Class making<br />
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With
the 3rd party folder open and accepting on the Dropbox, it leaves room for
imaginative people to create their own classes. The following is a handy how-to
for those who want to take a crack at doing it themselves, the lessons and
ideas here can be transferred to other tabletop games, in addition to <st1:place w:st="on"><st1:city w:st="on">Providence</st1:city></st1:place>.</div>
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<br /></div>
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<br /></div>
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<u>The Concept</u></div>
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The idea that sprang about your
mind, the really cool thing you saw at the cinema, or something you’ve wanted
to be since childhood. The concept of your class needs to be clear enough so
people can get an immediate feel of what it does. A Fighter, for example,
fights. Be sure to avoid stepping on the toes of other classes. As such, do not
copy powers or class features, and if they perform the same role as another
class, demonstrate how it performs the role in a different manner. </div>
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<br /></div>
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<br /></div>
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<u>The Role</u></div>
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Each class must fulfil a specific
role to define its play style, and is usually decided by the Concept. Still, be
sure to allocate a specific purpose for the class. Don’t be afraid to play
around with the roles, and feel free to think of a combination of roles that
might not be present in existing classes. Fighters, for example, are Tanks that
can be tooled to become Damage Dealers by using Dominate the Field to gain
bonus attacks. Paladins are also Tanks, but can be made into righteous slayers
or armoured priests.</div>
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<br /></div>
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Tanks soak damage, and generally
have high hit points and a method of increasing their defences. The penalty for
this is usually damage dealing potential or their skills. Tanks require a power
or class ability, nicknamed the Tanking Engine, which inflicts the Marked
condition on enemies, and punishes those enemies for deviating from them. Be
sure to consider the potential pros and cons of your engine; Fighters can
easily Mark many enemies in their vicinity, but without appropriate feats, they
can only react to a few of them, and cannot react at all at a distance.
Paladins can Mark anything they can see, and potentially inflict large amounts
of damage even at range, but they can only Mark one enemy,</div>
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<br /></div>
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Damage Dealers, or DDs/DPS, inflict
large amounts of damage to enemies. They tend to be very dedicated in their
role, and often do not deviate from the path of attack and damage. Grant powers
and class features that single out targets, or offer bonuses to attacks in
specific conditions or provide crippling disadvantages.</div>
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The
fallout of this tends to be a weakness that can be exploited by a savvy GM.
Barbarians, for example, are designed to deal the most damage in <st1:place w:st="on"><st1:city w:st="on">Providence</st1:city></st1:place>. Their
weaknesses are a fairly low AC, and their Rage power prevents all kind of
clever thinking. Although this is offset somewhat by a massive pool of Hit
Points, a GM can lead a Barbarian player into a mid-combat trap, or trick him
into charging allies.</div>
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Rogue
is another example, although it straddles the Damage Dealer and Toolbox roles.
Rogues have very limited damage potential, as they do not have access to a
great number of large weapons. However, their Sneak Attack class feature does
spectacular damage to compensate. There is a drawback, however, as Rogues can
only inflict this damage against opponents who grant Combat Advantage, thus
limiting their effectiveness.</div>
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<br /></div>
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Toolbox
characters perform acts that other characters generally can’t. This often
includes a large skill list and a large pool of skill points, as well as other
powers that twist the natural workings of the game. Toolboxes are often
combined with other roles to a greater or lesser extent, so be sure to include
a method through which their utility powers effect the outcome of a battle.
Many Toolboxes are more frail in combat than other classes, and have very few
methods of making themselves tougher.</div>
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Rogues
are a skill based Toolbox, potentially having the most skill points available
to a single class. Combined with their Rogue Talents class feature, they can
trick, convince or mislead enemies into odd positions, and capitalise on their
weakness with their Sneak Attack feature. </div>
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Totemics
have the power to transform into animals. Their unique forms are their greatest
strength, for who better to infiltrate the castle than a rat, or to search for
sunken treasure than a shark? Totemics are not frail in direct combat either,
but can be at a loss if they do not possess an appropriate form for a task.</div>
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<br /></div>
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Support
characters are used best with allies, and are generally very weak on their own.
In exchange for other essential scores, Support characters grant impressive
bonuses to their allies, and sometimes ail their enemies. Think of a system
through which the class can grant bonuses, and consider putting a limit on the
usage of such powers if they are powerful enough.</div>
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Bards
are the king of Support classes. Although they are part-way Healer and Toolbox
as well, their song can grant fantastic improvements to their allies’ fighting
power, potentially making an impossible encounter conquerable. However, Bards
are also frail, and must stay close to danger in order to grant their bonuses.</div>
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Faustians
do not aid their allies at all, instead choosing to cripple their enemies with
powerful curses and irresistible hexes, while their Familiar transforms into a
mighty beast that can fill any potential role in the party. Still, Faustians
have no real fighting power on their own, low health and low defences. Coupled
with their sacrificial Manifestations, they are easily singled out and
destroyed.</div>
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<br /></div>
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Healers
have the power to aid failing allies, often restoring Hit Points, granting
Temporary Hit Points and allowing Saving Throws. All Healing classes have a
Healing power, nickname the Main Heal. Main Heal powers are all minor actions
with a Range of 5, restore one Healing Surge, can be used at least once per
encounter to a maximum of three times, and has an additional effect. Be sure to
differentiate yours from the rest with different effects. Healing Word, for
example, restores an additional 1d6 Hit Points that scale with level, whereas a
Bard’s Majestic Word restores an additional number of Points equal to their CHR
modifier.</div>
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The
style of healing is also a factor for the creation of healing classes. Clerics
and other Divine classes must be adjacent to allies in order to heal them,
whereas Druids can heal with ranged Primal spells, but the healing is slow, and
takes time.</div>
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<br /></div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>The Power
Source</u></div>
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This is where your class gains its
power from and is the source for much of its flavour. Try to adhere to the
conventions of the Power Sources, as they are designed to be easily
identifiable categories through which later class choices are made.</div>
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<br /></div>
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Arcane classes are magical by
nature. All of the classes in this source have access to the Arcane Spell List
or accrues Magic Points. This list is long and very in depth, so be aware of
the maximum spell level and the number of Magic Points you allow your class to
have access to. Sometimes, although not always, Arcane classes can change the
way their spells work, or put them into effect where other classes cannot.
Arcane classes have no dedicated melee class at their disposal, and to the same
degree, they have no ability to Tank.</div>
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<br /></div>
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Divine classes worship Gods. They
also tend to be very flexible, although Divine classes have trouble fighting at
a distance. In addition, each Divine class has the Divine Aura class feature,
through which you can choose to manipulate the class features. In addition, you
can give your class access to the Domains list as a means of customisation.
Alignment is important, and based on the deity players worship, so feel free to
play around with alignment based bonuses.</div>
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<br /></div>
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Martial classes are based on
physical prowess over supernatural power. There is nothing mystic about the
Martial classes, as they have no power that is conceivably impossible to mortal
man. Keep this in mind as you think of your character’s abilities. If
inspiration evades you, look to the modern world of guidance, as truth is often
weirder than fiction. Consider item based powers, such as granting attack
rerolls or the ability to wield mundane items as lethal weapons.</div>
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<br /></div>
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Primal classes revolve around the
natural world. Think like a hippie; try to stay away from man-made weapons and
armour, and design creative ways of circumnavigating these problems. Primal
classes tend to be very extreme in their inherent build, so try to stick to a
maximum of two Roles when creating your character, if not one.</div>
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<br /></div>
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Psionic classes use the mind to
wield the soul as a weapon. They follow the theme of spending resources, so it
is recommended that you have a resource-based ability list to draw on. Although
Power Points is the resource engine of Psion, feel free to use it if your
Psionic class uses Psionic spells, as Power Points are specifically used to
empower such spells.</div>
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<br /></div>
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Shadow classes are more sinister
than other classes. Theirs is the theme of the pact. Of the existing classes,
this takes the form of a physical reminder, with Faustian epitomizing this
source with their Familiar. Do not feel constricted by this idea, the pact can
take one of many forms. Shadow classes also tend to be very flexible, and have
unique powers. Healers do not fit into the realms of the Shadow class.</div>
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<br /></div>
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<br /></div>
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<u>The Alignment</u></div>
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Set which of the nine alignments
your class must adhere to. Personally, I dislike the concept of alignment
restriction, and as a result all of my classes can be any alignment. Still, be
sure to note that certain classes tend to swing in one direction more than
another. It is conceivable for a Barbarian to attempt to be a law-abiding
citizen in a large town, or a Paladin to belong to a Chaotic Evil God.</div>
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<br /></div>
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<br /></div>
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<br /></div>
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<u>Key Abilities</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Set the key ability scores for your
class. Make them MAD! By that, I mean Multiple Attribute Dependant (or
Disorder, as I like to think). Make sure your class has four or more attributes
to revolve around. Make sure class features and powers fit with the right
attribute. The reason for this is to make a player think about their class
choices. If there were only two ability scores that effected the class, then
all of the characters would handle the same. By expanding your classes’
horizons, you have the chance for players to create the same class, twice, in a
completely different manner.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Paladins are the perfect example of
MAD; a Paladin needs STR to land hits, but might need DEX to increase their AC.
If they want to Tank, they will need a semi-decent CON score, but at the same
time they need a high <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state>
score to fuel their Divine spells. On top of all that, many of their offensive
powers run on CHR. In fact, the only ability score that isn’t used at all is
INT. Then again, if the Paladin wants to be of more use to the party or perform
more unorthodox combat manoeuvres, they just might need that INT score.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Here, there are multiple uses for
Paladin, all of which are perfectly viable, but run off differing combinations
of scores, such as the shield warrior (STR + CON), the frontline healer (STR +
WIS), the righteous slayer (STR + CHR), the armoured priest (WIS + CHR), the
nimble powerhouse (STR + DEX) and so on.</div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Strength (STR) is the basis of all
melee attacks. The easiest way to include it is through melee classes, although
it is possible to create a lethal ranged class that gains a STR bonus to spells
and or powers. When writing powers, emphasise damage, size and killing things
in general.</div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Dexterity (DEX) governs a lot of
things, and is arguably used more than any other ability score. Make this a
priority if your class makes extensive use of ranged weaponry, light armour or
is designed to dual-wield. It also governs a great deal of skills. Be in mind
that the Weapon Finesse feat can alter a ranged class into a melee class by
using DEX instead of STR for melee attacks. If you want your class to stay at
range, give them powers that work best at range. When writing powers, focus in
on movement, delicate aiming attacks or tricky manoeuvres.</div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Constitution (CON) is often
overlooked, because it is difficult to envision as a tool to be used. A friend
once said to me it can be considered how fat you are. If your class tanks, it
is wise to prioritise CON. When writing powers, think about powers that grant
bonus Hit Points, saving throws or damage reduction. CON is the score used to
determine the attack and damage rolls of Psionic spells.</div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Intelligence (INT) is the basis for
skill growth. It also governs a lot of skills, so remember to consider how many
skill points to attribute per level based on the need for INT. When writing
powers, reward clever skill checks, traps, and thinking outside of the box. INT
is the score used to determine the attack and damage rolls of Arcane spells.</div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Wisdom (<st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state>) handles the dissemination of
information. Many classes can make use of <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state>, as it is essentially common sense. When
writing powers, remember that sensible actions are often the focus for <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state>, and should be
rewarded as such. <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state>
is the score used to determine the attack and damage rolls of Divine spells.</div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Charisma (CHR) is essential for NPC
interaction. Witty characters or those with a strongness of heart should
benefit from a CHR score. Feel free to write powers with more eclectic effects.
CHR is the score used to determine the attack and damage rolls of Primal
spells. </div>
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<br /></div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Proficiencies</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgC39ak7nPRGOoyJT8wKwr_SVpKQx38lLwZgVjGkvdon0aIFJ3HgL1cI7jIx4n8bPVFgNsgLhF1vSqVgq71SLLPyoxhQCBHT_Sj4IKnT0GWJxfREobTyIVMc_Xtt7mVhsyoft9abSKCYTo/s1600/ManatArms.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgC39ak7nPRGOoyJT8wKwr_SVpKQx38lLwZgVjGkvdon0aIFJ3HgL1cI7jIx4n8bPVFgNsgLhF1vSqVgq71SLLPyoxhQCBHT_Sj4IKnT0GWJxfREobTyIVMc_Xtt7mVhsyoft9abSKCYTo/s320/ManatArms.jpg" width="320" /></a> Choose which tools your class will
wage war with. Remember that each piece of armour and each weapon have its own
advantages and disadvantages, and must consider this when choosing your
classes’ role. Heavier armours are generally used by more melee orientated
classes, whereas the lighter armours are favoured by Toolboxes, as to avoid
skill penalties. Feel free to restrict your character to one specific item or
set of items rather than a whole category.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
As standard, only Paladin can wear
Super-Heavy armour at 1<sup>st</sup> level without the aid of feats. In addition,
it is rare indeed that a class has access to the whole plethora of Martial
weapons, and rarer still have proficiency with a <st1:place w:st="on">Superior</st1:place>
weapon as standard.</div>
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<br /></div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Bonuses to
Defence</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
A slight increase to your classes’
defences is needed, mainly to add 1<sup>st</sup> level flavour, and in part to
set them aside from the rest. Choose either a +2 bonus to one of Fortitude,
Reflex or Will, or a +1 bonus to two of them. This puts a defensive emphasis on
your character, and adds some definition to the class. It only makes sense that
a Rogue is good at dodging, or a Psion has a might will.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
On rare occasions, you might feel
that your class has such a broad spectrum, than neither option really fits. In
such circumstances, grant your class a +1 bonus to all three of these defences
to reflect this. This is not a common tool, and usually it is granted to
compensate for some initial weakness in the class.</div>
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<br /></div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Hit Points</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
The Hit Points you grant your class
define much of its playing style, and indeed, defines its role numerically. At
the lowest end of the spectrum, many cloth-based classes will gain d4 Hit Points
per level, as befitting their frail nature. At the other end of the spectrum,
d8 Hit Point growth belongs to the heavier classes, such as Tanks or frontline
Damage Dealers. The d10 growth belongs almost exclusively with Barbarian, keep
this in mind if you decide to grant a class such a large pool, and be ready to
make a sacrifice somewhere else amongst their design.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Of course, these definitions are
based on the Providence RPG design, for D&D and Pathfinder, the dice
standard is different, but the idea is the same.</div>
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<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Healing
Surges</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Choose between six and twelve
healing surges to grant your class. This is a measure of how much they can be
healed, so a back line class will not need as many as a front line class. Be
careful with the number of surges you grant, as too many surges means that
there is no threat of ever running low on Hit Points.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Skill Points</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Decide on how many skill points you
want to award your class with. Many classes do not have a great number of skill
points, as it is the realm of the Toolbox. To aid your decision, think about
how you want your class to perform in terms of skill; </div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify; text-indent: 36.0pt;">
If
the class is likely to have a high INT score without being a Toolbox, set the
bar low, a 2 + INT modifier. This way, their skills grow at an accelerated
level without any particular effort. </div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify; text-indent: 36.0pt;">
If
this class is a Toolbox with a high INT score or a different role that leans
toward a Toolbox mindset, set the growth rate at 4 + INT modifier, allowing for
rapid skill growth.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify; text-indent: 36.0pt;">
If
the class is a Toolbox, but with only an optional use of the INT score, use 6 +
INT modifier for skill growth. This way, skills will grow at an accelerated
rate without the player input. If the player does decide to give attention to
INT, then their skills will rise at an unparalleled rate, so long as this
decision is at a detriment to another aspect of their class.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify; text-indent: 36.0pt;">
If your class does not emphasise skills or INT
at all, then leave the skill growth at 2. This will provide enough points to
add some utility and flavour, but not enough to distract it from its real role.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Skills</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Decide on a skill list for your
class. The number of skills and which skills to use are heavily dependant on
the ability scores you chose to focus around. Pick skills that both make sense
for your classes’ image, and are aided by the ability scores chosen. A heavy,
frontline fighter will often be adept and jumping and climbing, whereas a
light, sneaky character will need skills to balance and pick locks. Remember, a
class cannot possess the Fly skill unless they have an ability in their
eventual growth that allows them to fly.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Attack Growth</u></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Determine how quickly your class
gains new attacks per standard action. A growth of 6 is for main damage dealers
and other melee-orientated classes. A growth of 7 is for Toolboxes, and other
roles that have viable melee potential, but not as adept as others. A growth of
8 is for spellcasters, and other such archetypes that do not wade forward into
the fray to gain much of combat experience. The attack growth of 5 is exclusive
to Fighter.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>Class
Features and Growth</u></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.oneinchpunch.net/wordpress/wp-content/uploads/2007/12/yuehui-tang-02.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="400" src="http://www.oneinchpunch.net/wordpress/wp-content/uploads/2007/12/yuehui-tang-02.jpg" width="296" /></a></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
The meat of class creation; decide
what your class will do, and how it will go about doing it. This is where many
of the inspirational ideas you’ve had accumulates into class growth, but there
are still a few things to consider.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Find one theme or ability, and focus
around that. Turn the key ability into a platform from which you can write
other powers.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Offer a choice of ‘build’ at 1<sup>st</sup>
level. A broad-ish selection of minor powers suffices, enough to grant a
feeling of flavour and individuality but not enough to overpower the class. If
possible, make it tie in with your classes’ primary ability, or make the choice
enhance the existing power.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Keep the 1<sup>st</sup> level
bonuses as concise as you can. 1<sup>st</sup> level characters are above
average persons, they are not heroes just yet, make them earn their growth by
limiting what they have access to at 1<sup>st</sup> level.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Avoid dead levels in character
growth. Customisation is key, make sure that from levels 1-20 the class has
something new to offer.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Choose which kind of growth to
employ. The easiest strategy is to grant set powers or abilities at every even
level, and allow feats to take the odd levels. This can be a very lengthy
process to write the full extent of powers and abilities, but it is often
worthwhile. Another strategy is to do a paralleled growth style, namely at 2<sup>nd</sup>
level and every 4<sup>th</sup> level thereafter, and at 4<sup>th</sup> level
and every 4<sup>th</sup> level after. This allows for two different bonuses and
themes to grow in the same class. A third, and less desirable, option is fixed
growth. Write every power and ability at even level, and offer the player no
choice as to how they develop. Although this is restricting, it can be very
balanced, as there is little to no room for finding that golden, game-breaking
combination you hadn’t considered. This style usually grants specific, awesome
powers that outclasses any choice, and is often employed for spellcasting
classes, who already have a great deal of customisation via their spells.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Does your class employ magic? If so,
restrict the amount of customisation your class has to a few feats or select
powers, as the sheer scope of the spell lists alone far and away surpasses the
options for non-spellcasters. </div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Does your class have a great power
that needs restricting, like a Barbarian’s Rage or a Bard’s Song? If your
classes’ effects are too powerful or open to abuse, limit the number of times
per day they can be used. An easy option is to tie the duration to a specific
skill. Barbarians, for example, can Rage a number of rounds per day equal to
their Endurance skill.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Does your class have a resource?
Think of ways your resource can be used in the most creative manner possible.
How is this resource managed? How is it spent, and what happens when it is? How
does your resource recover?</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
How complicated is your class? Be
careful of straying too far outside RPG conventions or introducing too many
class-specific terms. If your class is fantastically complicated, be very
careful it doesn’t become convoluted in execution at the risk of losing
potential players. If others have trouble understanding it, layout is your best
friend. Use smaller sentences, use subtitles and make paragraphs more obvious.
Anticipate the questions asked of you.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Reward players for taking your class
to 20<sup>th</sup> level and beyond. Prepare a fantastic power that is so good,
it entices players to go the distance with yours. Once per day powers are a
good choice, potentially involving something like a perfect success skill
check, an irresistible spell, or an instant-death attack.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<br /></div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
<u>And so </u>–</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
I sincerely hope that you find the
inspiration to write your own class, because I can promise you there’s nothing
more exhilarating than seeing another person enjoying the workings of your
class.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Don’t be afraid about getting it
wrong; start underpowered and work upwards to an appropriate strength level. You’ll
have to test your class into destruction before you get it right. Have a
calculator with you, and assume all ability scores you class works with will be
at 18 at 1<sup>st</sup> level.</div>
<div style="margin-bottom: .0001pt; margin: 0cm; text-align: justify;">
Have fun, and I hope to see some
works of art soon!</div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-22926540347945845082012-02-02T04:08:00.000-08:002012-02-02T04:08:05.626-08:00A Quick UpdateSorry for the lack of updates, it's been a busy few weeks!
The weekly story is coming along nicely, and is set to be written as I finalise a few things.
The equivalent of Wilder is still being designed, and is being written under the name of Pariah. I'm still deciding on how to use their emotions; passive effects based on party acts, abilities based on party members, or perhaps chosen effects with a random outcome!
I'll get working on a proper update soon, until then, hang tough!Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-40457498156972684402012-01-17T11:13:00.000-08:002012-01-17T11:13:36.103-08:00FAQ: Power Sources<br />
<div class="MsoNormal" style="text-align: justify;">
<u>What are Power Sources?</u><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Each
class draws on something, whether it is the strength of a deity, ambient magic
or a well of experience. This is called their Power Source.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<u>What does a Power Source do?</u><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Immediately?
Nothing. Mechanics – wise, Power Sources come much later into character growth,
usually affecting the choices around which Archetype and which Epic Destiny the
character can choose.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Thematically
speaking, each Power Source gives a flavour to a group of classes by conforming
to a common set of themes.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<u>What are the Power Sources?</u><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<b><span style="text-decoration: none; text-underline: none;">Arcane</span></b><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<a href="http://www.dicingdangers.com/s/gallery/9/9665-spell-caster.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="153" src="http://www.dicingdangers.com/s/gallery/9/9665-spell-caster.jpg" width="200" /></a><span style="text-decoration: none; text-underline: none;"> Arcane
characters are unanimously magical. Their expertise lies in twisting the
ambient magic of the world to fit their own ends. Classes that are Arcane
include Wizards, Sorcerers, Bards and Artificers.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Arcane
characters are generally very good at a distance, and between the classes, they
can provide, support, damage, healing and utility in equal measure. Arcane classes
are also uniquely flexible; many of them have access to the Arcane spell list,
and at least one method of manipulating their spells to suit their needs.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> The
Arcane Power Source lacks any viable melee options, however, and have no
ability to Tank.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"><o:p><br /></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<b><span style="text-decoration: none; text-underline: none;">Divine</span></b></div>
<div class="MsoNormal" style="text-align: justify;">
<a href="http://images.epilogue.net/users/aaron_miller/AaronMiller_WarPriestOfThune.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="163" src="http://images.epilogue.net/users/aaron_miller/AaronMiller_WarPriestOfThune.jpg" width="200" /></a><span style="text-decoration: none; text-underline: none;"> Divine
characters subscribe to the will of the Gods. They are devoted to one or
several causes, and wield their deific gifts to further the ends of their
patron. Classes that are Divine include Cleric, Inquisitor and Paladin.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> All
Divine characters embrace the theme of defence over offence. They incorporate
some of the best healing capabilities with defensive unity that can be used up
close and personal or at a distance. Equally, a single Divine class is a force
to be reckoned with, as their God-given powers grant them many tools to fight
one or more enemies alone.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Despite
their defensive flexibility and depth of the Divine spell list, Divine classes
lack any dedicated ability to fight at range, even though some Inquisitors and
Clerics can attempt to alleviate this problem.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"><o:p><br /></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<b><span style="text-decoration: none; text-underline: none;">Martial</span></b><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<a href="http://wiki.guildwars2.com/images/thumb/e/e5/Warrior_02_concept_art.jpg/350px-Warrior_02_concept_art.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://wiki.guildwars2.com/images/thumb/e/e5/Warrior_02_concept_art.jpg/350px-Warrior_02_concept_art.jpg" width="183" /></a><span style="text-decoration: none; text-underline: none;"> Martial
characters draw on wells of experience and intense training. They do not have
supernatural powers, but rely on themselves over everything else to see the day
through. Classes that are Martial include Fighter, Ranger, Rogue and Warlord.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Martial
characters are easily the most well rounded of the Power Sources, combining
offence, defence and utility in equal measure. They are generally have more Hit
Points than other classes, and any one class can be tooled to cope with any
situation.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Martial
characters also have the greatest flaw amongst the Power Sources; there is no
spell list for Martial characters. This means that Martial characters cannot
overcome more exotic foes without the aid of magical characters, and more eclectic
powers of the other Power Sources remain far out of their reach.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<b><span style="text-decoration: none; text-underline: none;">Primal</span></b><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<a href="http://free.desktopwallpaper.org/barbarian-667761.jpeg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="http://free.desktopwallpaper.org/barbarian-667761.jpeg" width="200" /></a><span style="text-decoration: none; text-underline: none;"> Primal
characters worship Greater Spirits in the same manner that Divine characters
worship Gods. They are not bound to the service of one patron, instead
revelling in the entirety of the natural world. Classes that are Primal include
Barbarian, Druid, Elementalist and Totemic.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Primal
classes contain many extremes in their lineup. Many of them, Barbarian in
particular, can only do one role at a time, whereas many other classes can
potentially fill several roles. Nevertheless, all Primal classes are powerful,
and contain aspects and combinations of powers that are not present in other
Power Sources.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"><o:p><br /></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<b><span style="text-decoration: none; text-underline: none;">Psionic</span></b><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<a href="http://www.fantasyflightgames.com/ffg_content/dark-heresy/images/WH_Pushed-to-the-Limit_HRF_090918_IFS.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://www.fantasyflightgames.com/ffg_content/dark-heresy/images/WH_Pushed-to-the-Limit_HRF_090918_IFS.jpg" width="140" /></a><span style="text-decoration: none; text-underline: none;"> Psionic
characters use the mind to wield the power of the immortal soul. They are
uniquely powerful, and make use of exotic power mechanics. Classes that are
Psionic include Chronarch, Monk and Psion.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Psionic
classes follow a theme of spending. Each one has a resource, whether it be
Seconds, Ki or Power Points, which they use to augment their spells and powers.
As a result, Psionic characters can manipulate their functions to perform
exceedingly well in and out of combat.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Despite
all of their power, Psionic classes are limited to how far they can push
themselves. When their Psionic Resources run dry, they must use more mundane
methods of combat, which in turn is generally less effective than other
classes.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"><o:p><br /></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<b><span style="text-decoration: none; text-underline: none;">Shadow</span></b><span style="text-decoration: none; text-underline: none;"><o:p></o:p></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.totalwallpapers.com/fantasy/wallpapers/skeleton-king.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="http://www.totalwallpapers.com/fantasy/wallpapers/skeleton-king.jpg" width="200" /></a></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Shadow
characters have a relationship with darkness as an entity. Although they have a
potentially evil source, a Shadow character is no less inclined to do good or
evil. Classes that belong to the Shadow Source include Doomguard, Faustian and
Shadowdancer.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Shadow
classes run under the theme of the pact. Every one of them includes an aspect
of their soul that has been given away, or turned into something more malefic.
Their class powers allow them to cover the whole spectrum of party needs.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"> Although
a Faustian can aid a party, this Power Source has no dedicated healers amongst
its ranks. In addition, many of the more exotic powers at the Shadow Source’s
disposal require precise conditions, making them situational and inflexible.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;"><br /></span></div>
<div class="MsoNormal" style="text-align: justify;">
<span style="text-decoration: none; text-underline: none;">[Kudos to a Google for th epictures. You all know the drill by now.]</span></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-50221489093215592552012-01-15T15:04:00.000-08:002012-01-15T15:06:08.717-08:00Psionic Classes: Monk<br />
<div class="Body1" style="text-align: justify;">
<a href="http://trollitc.com/wp-content/uploads/2009/09/Monk.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://trollitc.com/wp-content/uploads/2009/09/Monk.jpg" width="284" /></a><u><span style="font-family: Castellar; font-size: 14pt;">Monk</span></u><span style="font-family: Castellar; font-size: 14pt;"><o:p></o:p></span></div>
<div class="Body1" style="text-align: justify;">
<br /></div>
<div class="Body1" style="text-align: justify;">
<i>“That was impressive! Try and hit me again –
with any luck, I’ll have as much to teach you as you are teaching me.”<o:p></o:p></i></div>
<div class="Body1" style="text-align: justify;">
<br /></div>
<div class="Body1" style="text-align: justify;">
In
the cities, mountains, and the distant corners of the multiverse lie
monasteries dedicated to self control, discipline, and the bettering of the mortal
condition. Since the breaking of the Crystal Gate and an increased frequency of
mortals manifesting Psionic powers, these monasteries have become more popular
with those who have the Psionic talent. Students at these monasteries learn to
fight without weapons or armour, and wield the power of their mind and soul as
a lethal weapon.<o:p></o:p></div>
<div class="Body1" style="text-align: justify;">
Different
monasteries often follow a different ethos; monasteries following the way of
the Godhand, for example, reside in the Astral Sea, and teach their students in
the ever-constant light and guidance of the gods. The way of the Mountainheart
promotes the body as a tool that needs to be crafted into perfection, so that
only the perfect mind can control it. The way of the Gutterrunner is less
esoteric than other ways, and promotes the belief that doing the best for all
mortals is not to train away from busy areas, but to be a part of the bustle of
the city, and learn the arts through the lessons civilisation has to teach.
Twilight Disciples learn lessons from Shadowdancers and the Assassin temples,
dictating that the path to mental perfection lies in the stillness and
precision of perfect timing and execution.<o:p></o:p></div>
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All
Monks are eventually convinced to leave the monastery to pursue experience in
the wider world. Many return, telling of wonders and bringing their allies with
them as guests. Many do not, content to keep their adventuring life apart from
their monastery. Some become so detached that they develop their own unique
fighting style, and when their days are done, they will find an ideal spot to
found a monastery of their own.<o:p></o:p></div>
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<u>Class Traits</u><u><o:p></o:p></u></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Role</b>: Monks are expert melee combatants. Their different
teachings offer them different combat abilities.<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Alignment</b>: Varies<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Power
Source:</b> Psionic. <o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Key
Abilities:</b> Strength, Dexterity, Constitution,
Wisdom.<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Armour
Proficiencies:</b> Light Armour<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Weapon
Proficiencies: </b>Monk Unarmed
Strike, Sickle, Quarterstaff, Sling, Crossbow.<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Bonuses to
Defence:</b> +2 Fortitude<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Hit Points
at 1<sup>st</sup> level:</b> 2d8+
Constitution score<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Hit Points
per level gained:</b> d8+
Constitution modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Healing
Surges per day: </b>8+
Constitution Modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Skill Points
at 1<sup>st</sup> level: </b>(4 +
Intelligence Modifier) x4<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Skill Points
per level: </b>4 + Intelligence Modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Attack
Growth</b>: 6<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Class
Skills: </b>Acrobatics, Climb, Diplomacy, Escape
Artist, Endurance, Heal, Intimidate, Jump, Perception, Sense Motive, Stealth,
Swim.<o:p></o:p></div>
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<u>Class
Features</u><o:p></o:p></div>
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<br /></div>
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<span style="color: windowtext;"><span style="font: normal normal normal 7pt/normal 'Times New Roman';"><span style="font-family: Symbol; font-size: small;"> </span><span style="font-family: Symbol;"> </span></span></span><b>Psionic Soul</b> (1st level)<o:p></o:p></div>
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You can manifest Psionic power. Monks use Ki points to
fuel their Martial Arts; you do not manipulate the power of your mind to effect
the world, rather, you use your mind to direct the strength of your immortal
soul. Your maximum Ki pool is equal to your level + your WIS modifier x3. You
must take an extended rest to replenish your Ki pool.<o:p></o:p></div>
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<span style="font-family: Symbol;"> </span><b>Monk Unarmed
Strike</b> (1st level)<o:p></o:p></div>
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Monks are adept at attacking with their fists. A
Monk's unarmed strike has a +3 proficiency and deals 1d6 damage. Each Monk has
a martial focus, where it be a holy artefact or personal item. This focus
augments a Monk's Unarmed attacks. When a Monk has a magical focus equipped,
they gain the focus’ enchantment bonus to their attack and damage rolls. In
addition, any non-physical attack granted by a Martial Art also benefits from
the Implements’ enchantment bonus.<o:p></o:p></div>
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<span style="font-family: Symbol;"> </span><b>Flurry of
Blows</b> (1st level)<o:p></o:p></div>
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As a full attack action, a Monk can perform an extra
attack with their fists. At 7th and 14th level, you can perform an additional
attack with a Flurry of Blows. This attack can only be used if you are bear
handed, and are wearing cloth or no armour. Attacks made with a Flurry of Blows
cannot be distributed amongst adjacent targets.<o:p></o:p></div>
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<span style="color: windowtext;"><span style="font: normal normal normal 7pt/normal 'Times New Roman';"><span style="font-family: Symbol; font-size: small;"> </span><span style="font-family: Symbol;"> </span></span></span><b>Martial Arts</b> (1st level)<o:p></o:p></div>
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At 1st level, choose two Martial arts to learn from
the following list. At 2nd level and every even level thereafter, choose
another Martial Art to learn. All Monks automatically know the Soul Charge and
Spirit Push powers. <o:p></o:p></div>
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<i>Advancing
Flurry</i>: Free action. 3 Ki. After you
successfully hit a target with your Flurry of Blows, you can slide the target 1
square, and shift 1 square to remain adjacent to it.<o:p></o:p></div>
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<i>Bear's Claw</i>: Advanced action. 3 Ki. You make a Bull Rush attack.
The target is pushed 3 squares instead of 1.<o:p></o:p></div>
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<i>Cleansing
Chakra</i>: Minor action. 5 Ki. Make a saving
throw to end an effect you can save against.<o:p></o:p></div>
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<i>Crane's
Wings</i>: Move action. 5 Ki. You make a jump
skill check with a +5 bonus. You count as running for the purpose for this
skill check, and the maximum distance you jump is not limited by your maximum
speed.<o:p></o:p></div>
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<i>Cobra's
Advance</i>: Move Action. 1 Ki. You move your
speed + 2. <o:p></o:p></div>
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<i>Dragon Kick:
</i>Advanced action. 2 Ki. You charge,
and can travel 2 additional squares for the charge action.<o:p></o:p></div>
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<i>Dragon Tail
Sweep</i>: Advanced action. 3 Ki. You make
your basic melee attack round against one creature, and that creature falls
prone.<o:p></o:p></div>
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<i>Empty the
Well</i>: Minor action. Your Ki pool drops
to 0. You gain temporary hit points equal to 2x the amount of Ki you lost.<o:p></o:p></div>
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<i>Follow the
Needle</i>: Move action. 1 Ki. You swap places
with one willing adjacent ally, or one adjacent prone target.<o:p></o:p></div>
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<i>Formless
Strikes</i>: Minor action. 1 Ki per turn. You
enter the Formless Fist stance. Whilst in this stance, you use WIS to determine
your Monk Unarmed Strike attack and damage rolls instead of your STR.<o:p></o:p></div>
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<i>Furious
Flurry</i>: Reduces your maximum Ki by 7. Your
Flurry of Blows gains an additional attack.<o:p></o:p></div>
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<i>High Tide</i>: Move action. 1 Ki. You shift 1 square and gain a
bonus to all defences equal to 1/2 your <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state>
modifier (min 1) until the beginning of your next turn.<o:p></o:p></div>
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<i>Improved
Monk Unarmed Strike</i>: Reduces
your maximum Ki by 2. Your Monk Unarmed Strike increases its damage dice by 1
size.<o:p></o:p></div>
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<i>Lesson of
the Mountain</i>: Reduces your maximum Ki by 1. Your
maximum Hit Points rise by 5, and you gain another Healing Surge per day. You
can take this Martial Art multiple times to a maximum of 3.<o:p></o:p></div>
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<i>Lion's Roar</i>: Standard action. 3 Ki. You make a basic melee attack
against every target within your reach. <o:p></o:p></div>
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<i>Monastic
Defences</i>: Reduces your maximum Ki by 2. You
gain a +2 bonus to AC. This bonus rises by 1 per tier.<o:p></o:p></div>
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<i>Monastic
Diversity</i>: Reduces maximum Ki by 3. You learn
a Martial Art from one Monestary Training you do not have access to. The Ki
cost for this Martial Art does not replace any that comes with the Martial Art
you selected.<o:p></o:p></div>
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<i>Monastic
Evasion</i>: Reduces maximum Ki by 2. Your
Reflex rises by 2. <o:p></o:p></div>
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<i>Monastic
Mind</i>: Reduces maximum Ki by 2. Your Will
rises by 2.<o:p></o:p></div>
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<i>Monastic
Movement</i>: Reduces maximum Ki by 4. You gain
+1 movement. This Martial Art can be taken multiple times to a maximum of 5.<o:p></o:p></div>
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<i>Open the
Gate</i>: Free action. 1 Ki per turn. You
enter the Gate of Battle stance. Whilst active, you gain a bonus to attack and
damage rolls equal to 1/2 your WIS modifier (min 1). This stance stacks on and
can be used with other stances.<o:p></o:p></div>
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<i>Purity of
Body</i>: Reduces maximum Ki by 3. You are
immune to diseases, although you can still contract and spread them.<o:p></o:p></div>
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<i>Quivering
Palm</i>: Full round action. 25 Ki. You make
one basic melee attack against the target that inflicts no damage. The target
suffers ongoing 20 damage. If the target makes a successful save to end the
effect, the ongoing damage is reduced by 5 instead. If you miss the attack, the
target suffers ongoing 12 damage. If the target makes a successful save to end
the effect, the ongoing damage is reduced by 3 instead.<o:p></o:p></div>
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<i>Ride the
Storm</i>: Immediate reaction. 5 Ki. When an
enemy misses you with an attack, you can teleport a number of squares equal to
1/2 your WIS modifier (min 1). Any movement increasing effects also increase
the distance you can teleport by the same number of squares.<o:p></o:p></div>
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<i>Sea of Ki</i>: Your maximum Ki rises by 5. You can take this
Martial Art multiple times, to a maximum of 3.<o:p></o:p></div>
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<i>Slow Fall</i>: Reduces maximum Ki by 4. Whenever you would take
falling damage, reduce the number of damage die by 2.<o:p></o:p></div>
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<i>Soul Charge:
</i>Full round action. 0 Ki. You regain
1d4+ WIS modifier Ki points. This action provokes attacks of opportunity. You
cannot exceed your maximum number of Ki points with this ability. Any Ki points
generated with this ability dissipate at the end of the encounter.<o:p></o:p></div>
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<i>Spirit Push:</i> Advanced attack action. 3 Ki. You make a Wisdom vs
Will Implement attack against each adjacent enemy. The target is pushed 1
square.<o:p></o:p></div>
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<i>Tiger's Hunt</i>: Move action. 1 Ki. You shift 2 squares.<o:p></o:p></div>
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<i>Unarmed
Adept</i>: Reduces your maximum Ki pool by 5.
Your Monk Unarmed Strike deals an additional 2 damage. This bonus rises by 1
per tier.<o:p></o:p></div>
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<i>Versatile
Flurry</i>: Reduces your maximum Ki by 1. Your
Flurry of Blows attack can target a different creature than your main attack.<o:p></o:p></div>
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<i>Weapon Adept</i>: Reduces your maximum Ki pool by 4. You gain a +2
bonus to attack rolls whilst wielding weapons. This bonus rises by 1 per tier.<i><span style="position: relative; top: 1pt;"><o:p></o:p></span></i></div>
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<b>Monastery Training</b> (1st level)<o:p></o:p></div>
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Pick one of the following Monastery trainings. Once
chosen, this cannot be changed. Each training adds a unique ability, an ability
score based bonus to AC, an extra class skill, and a set of learnable
techniques that is added to the full list above.<o:p></o:p></div>
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<i>Godhand:</i> Your power source also becomes Divine. You gain the
Channel Divinity of your deity as a bonus feat, and any powers that use Ki have
the Radiant keyword. You gain a bonus to AC equal to your WIS modifier. You add
Knowledge (Religion) to your class skill list. You gain access to the following
Martial Arts;<o:p></o:p></div>
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<i>Detect Foe</i>: Minor action. 1 Ki. You can sense targets with an
alignment opposing yours with a range of 15 squares.<o:p></o:p></div>
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<i>Regain
Health</i>: Move action. 12 Ki. You spend a
healing surge, and regain Hit Points equal to your surge value + WIS modifier.<o:p></o:p></div>
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<i>Manifest Divinity</i>: Free action. 15 Ki. You regain the use of your
Channel Divinity power, even if you have used it this encounter.<o:p></o:p></div>
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<i>Disrupting</i> <i>Fist</i>: Minor
Action. 4 Ki. Your next melee attack round ignores insubstantiality and Resistances.
The target is weakened until the end of their next turn.<o:p></o:p></div>
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<i>Holy
Soulshield</i>: Minor Action. You can spend as
much Ki as you want to activate this power. You gain Resist Physical, Necrotic
and Shadow equal to twice the amount of Ki you spent until the end of your next
turn.<span style="position: relative; top: 1pt;"><o:p></o:p></span></div>
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<i>Gutterrunner:</i> Your power source also becomes Martial. You gain
Weapon Finesse as a bonus feat, and your Monk Unarmed Strike counts as a
finesse weapon for the purpose of that feat. You gain a bonus to AC equal to your
INT modifier. You add Disable Device to your class skill list. You gain access
to the following Martial Arts:<o:p></o:p></div>
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<i>Handy</i>: Reduces your maximum Ki pool by 1. You can draw, use
or stow an item once per round as a free action.<o:p></o:p></div>
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<i>Gutterjump</i>: Move action. You can spend as much Ki as you want to
activate this power. You make a Jump skill check. You gain a bonus to that
skill check equal to 10 + the amount of Ki you spent. Your maximum jump
distance is not limited by your maximum speed.<o:p></o:p></div>
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<i>Street
Smarts</i>: Reduces your maximum Ki pool by 3.
You gain a bonus to all Bluff, Diplomacy, Disable Device, Intimidate,
Perception and Sense Motive checks equal to your INT modifier.<o:p></o:p></div>
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<i>Kidney Punch</i>: Reduces your maximum Ki pool by 6. Once per round,
when you attack a target that grants combat advantage to you, you deal 1d6
extra damage. You can take this Martial Art multiple times to a maximum of
three.<o:p></o:p></div>
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<i>Suppress
Impact</i>: Immediate Reaction. You can spend
as much Ki as you want to activate this power. Whenever you would suffer
falling damage, you reduce the number of damage dice equal to the amount of Ki
you spent.<o:p></o:p></div>
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<i>Keeper of Halidom</i>: Your power source also becomes Primal. You gain a
bonus to attack and damage rolls equal to 1/2 your CON modifier. You gain a bonus
to AC equal to ½ your WIS modifier. You add Knowledge (Nature) and Survival to
your class skill list. You gain access to the following Martial Arts:<o:p></o:p></div>
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<i>Root Step</i>: Reduces your maximum Ki by 3. You can shift and run
over difficult terrain.<o:p></o:p></div>
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<i>Body to Soul</i>: Reduces your maximum Ki by 5. You can spend Hit
Points instead of Ki to power your Martial Arts.<o:p></o:p></div>
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<i>Nature's
Bounty</i>: Immeditate Reaction. 2 Ki. When
you damage a target with your Flurry of Blows, you gain temporary Hit Points
equal to your 2x CON modifier.<o:p></o:p></div>
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<i>Keeper's
Wards</i>: Reduces your maximum Ki by 3. All
animals that can see or hear you are more friendly to you by one degree. You gain a +5 bonus to Handle Animal checks.<o:p></o:p></div>
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<i>Earth Sigil</i>: Move action. 8 Ki. You gain a +5 bonus to saving
throws against poison, stun, daze, weakening and domination effects. You gain
damage resistance against all damage equal to your CON modifier. These bonuses
last a number of rounds equal to your CON modifier.<o:p></o:p></div>
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<i>Hand of
Chaos</i>: Your power source also becomes Arcane. You gain a bonus to your
maximum Ki pool equal to your STR modifier. You add Knowledge (Planes) and
Spellcraft to your class skill list. You <b>know</b>
all of the following Martial Arts:<o:p></o:p></div>
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<i>Inferno</i>: Advanced action. 7 Ki. You charge; your attack gains
the Fire Keyword. Any enemy that hits you during the charge suffers Fire damage
equal to your STR modifier. All of your attacks gain the benefit of your
charge.<o:p></o:p></div>
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<i>Quake</i>: Advanced action. 7 Ki. Close Blast 3, STR vs Reflex.
All targets in the Blast suffer 1d8 + STR modifier damage. This attack deals
another 1d8 damage at 6th level, and every 6th level thereafter.<o:p></o:p></div>
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<i>Windstorm</i>: Advanced action. 7 Ki. Ranged 5, Area 5, STR vs
Reflex. All creatures in the area that are pulled 1 square towards the centre
of the area. Creatures at the centre or cannot move to the centre are knocked
prone instead. The area lasts a number of rounds equal to your STR modifier
(the effect ends at the end of your turn). <o:p></o:p></div>
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<i>Deluge: </i>Advanced action. 7 Ki. Ranged 10, STR vs Reflex. Three
attacks. The target takes 1d4 + 1/2 STR modifier Cold damage. <i> </i>At
4th level and every 4th level thereafter, this Martial Art gains another
attack.<o:p></o:p></div>
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<i>Mountainheart</i>: Your power source also becomes Martial. Your Monk
Unarmed Strike deals 1d8 damage and gains the Brutal 1 trait. You gain a bonus to
AC equal to your CON modifier. You add Knowledge (Geography) to your class
skill list. You gain access to the following Martial Arts:<o:p></o:p></div>
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<i>Sturdy Mountain</i>: minor action. 1 Ki per
turn. You enter the Sturdy Mountain stance. Whilst you remain in this stance,
you are slowed and cannot shift. You cannot be pulled, pushed or slid whilst
you remain in this stance, and you gain an additional bonus to AC equal to ½ your CON modifier.<o:p></o:p></div>
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<i>Raging River</i>: minor action. 1 Ki per turn. You enter the Raging
River stance. Whilst you remain in this stance, your movement value is halved.
If you move or shift into a square occupied by another creature, you push that
creature into an adjacent square if it is within 1 size category above or below
yours. You gain a bonus to your damage rolls equal to 1/2 your CON modifier.<o:p></o:p></div>
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<i>Sōkotsu</i>: Full round action. 7 Ki. You
perform a full attack action and use your Flurry of Blows. The target of this
attack suffers ongoing damage equal to your CON modifier. <o:p></o:p></div>
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<i>Senjuinrikio</i>: Full round action. 7 Ki. You perform a full attack
action and use your Flurry of Blows. The critical threat of this attack rises
by 2. <o:p></o:p></div>
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<i>Gōken</i>: Reduces maximum Ki by 6. Your Monk Unarmed Strikes
deal extra damage equal to 1/2 your CON modifier.<i><span style="position: relative; top: 1pt;"><o:p></o:p></span></i></div>
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<i>Twilight Disciple</i>: Your power source also becomes Shadow. You gain
proficiency with daggers and shortswords. You may use weapons with your Flurry
of Blows. You gain a bonus to AC equal to your INT modifier. You gain access to
the following Martial Arts:<o:p></o:p></div>
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<i>Issekigan</i>: Opportunity action. 5 Ki. When you are targeted by a
melee or ranged weapon attack, you can make an attack roll and compare it to
the attack roll of the triggering attack. If your roll matches or beats the
triggering roll, the attack counts as missed.<o:p></o:p></div>
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<i>Utsusemi</i>: Move action. 3 Ki. You shift 1 square, and a
duplicate of you remains in the square you left. This duplicate remains until
the end of your next turn. The duplicate is an illusion, and has no heft nor
does it cast a shadow. Enemies must
succeed a perception check against your Stealth check, or mistake the
duplicate for you. If an enemy hits the duplicate with an attack, it
dissipates.<o:p></o:p></div>
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<i>Kurayami</i>: Standard action. 4 Ki. Ranged 5, Wall 5. A 10 foot
high wall of thick smoke provides total concealment for all creatures in the
wall and those looking into the wall. The wall lasts a number of rounds equal
to your INT modifier.<o:p></o:p></div>
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<i>Hojo</i>: Standard action. 3 Ki. Ranged 5, DEX vs Fortitude.
The target is Slowed (save ends).<o:p></o:p></div>
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<i>Jubaku: </i>Standard action. 8 Ki. Ranged 5, DEX vs Fortitude. The
target must reroll successful hits (save ends).<o:p></o:p></div>
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<i>Yonin</i>: Minor action. 1 Ki per turn. You enter the Exposed
Ninjutsu stance. You Mark targets you hit with melee attacks, and gain a bonus
to AC and reflex equal to 1/2 your INT modifier.<o:p></o:p></div>
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<i>Innin</i>: Minor action. 1Ki per turn. You enter the
Camoflagued Ninjutsu stance. You gain a bonus to Stealth checks equal to 2x INT
modifier. The critical threat of your melee attacks rise by 3 if you attack a
target from a position of Stealth or concealment. <o:p></o:p></div>
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<i>Chishi-sei</i>: Reduces your maximum Ki pool by 2. Your melee weapon
attacks gain the High Crit property.<o:p></o:p></div>
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<i>Aisha</i>: Increase your maximum Ki pool by your INT modifier.<o:p></o:p></div>
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<i>Clear Soul</i>: Your maximum Ki pool is equal to your level + WIS
modifier x 5. You gain a bonus to AC equal to your CHR modifier. You add Fly
and Use Magical Device to your class skill list. You gain access to the
following Martial Arts:<o:p></o:p></div>
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<i>Cloud Step</i>: Minor action. 1 Ki per turn. You enter the Cloud
Step Stance. You can walk on air as if it were solid ground. If the stance ends
whilst you are airborne, you glide slowly down to the ground at a rate of 1
square per round.<o:p></o:p></div>
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<i>Cloud Spring</i>: Minor action. 6 Ki per hour. You enter the Cloud
Spring Stance. You gain the ability of overland flight at a rate of 8mph.<o:p></o:p></div>
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<i>Ki Blast</i>: Standard action. You can spend as much Ki as you
want to activate this power. You create a ranged attack, the range of the
attack is equal to the number amount of Ki you spent. All creatures in the line of the ranged
attack suffer a CHR vs Reflex attack that deals 1d6 + CHR modifier damage. At
6th level and every 6th level thereafter, this damage rises by 1d6. If you
consume 9 Ki or more to make the attack, it deals 1/2 damage if it misses. <o:p></o:p></div>
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<i>Almighty
Pull</i>: Standard action. 5 Ki. Ranged 10,
CHR vs Will. The target is pulled 5 squares.<o:p></o:p></div>
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<i>Almighty
Push</i>: Standard action. 10 Ki. Burst 2,
CHR vs Will. The target is pushed 5 squares. <o:p></o:p></div>
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<i>Cataclysm</i>: Full round action. 5 Ki per round. CHR vs Will. You
enter the Empyrean Devastation stance, you must consume a full round action
instead of a minor action to perpetuated the stance. Whilst in this stance, you
gain an Aura 4. All creatures in the aura are attacked, and suffer 1d4 + CHR
modifier damage. For every round after the first, the aura size increases by 2
and the damage increases by 1d4. For every round after the second, all
creatures hit by this attack are lifted 5 feet into the air. Every hit after
this lifts the target another 5 feet. A target descends 5 feet if they succeed
a saving throw, or if they pass a Fly skill check (DC equals the number of Ki
you have spent in total for <i>Cataclysm</i>.
A creature cannot make a Fly skill check unless they have the skill). When you
end the stance, any creatures in the air immediately fall unless they pass a
Fly skill check.<i><span style="position: relative; top: 1pt;"><o:p></o:p></span></i></div>
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[Kudos to Wizards of the Coast for the image]</div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-48097543028258652072011-12-30T10:16:00.000-08:002012-01-08T16:27:14.982-08:00Shadow Classes: Shadowdancer<br />
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<b><u><span style="color: windowtext; font-family: Castellar; font-size: 14pt;">Shadowdancer</span></u></b><b><span style="color: windowtext; font-family: Castellar; font-size: 14pt;"><o:p></o:p></span></b></div>
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<span style="color: windowtext;"> <i>“If you thought you saw something in the
corner of your eye, then I am ashamed for doing such a poor job.”<o:p></o:p></i></span></div>
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<br /></div>
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<a href="http://fc09.deviantart.net/fs70/f/2011/203/8/4/assassin_by_mineworker-d419vqv.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="400" src="http://fc09.deviantart.net/fs70/f/2011/203/8/4/assassin_by_mineworker-d419vqv.jpg" width="290" /></a><span style="color: windowtext;"> The
threats of the Shadowfell are varied, so much so that the regular methods of
defence are sometimes rendered useless. How does one defend a small city
against a numberless zombie horde?<o:p></o:p></span></div>
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<span style="color: windowtext;"> A
grudging truth that the Doomguard brotherhoods will admit is that their numbers
are not great enough to launch an all-out war against the undead of the
Shadowfell. Sometimes, more subtle means are needed.<o:p></o:p></span></div>
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<span style="color: windowtext;"> A
Shadowdancer is a being who has mastered the art of manipulating shadows to
find the most advantageous position on the battlefield. Some rely solely on
stealth, using the shadows as portals to assassinate a target and slip away.
Others take a more direct approach, charging headlong into battle to cause
mayhem amongst enemy lines, before teleporting away for another assault.<o:p></o:p></span></div>
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<span style="color: windowtext;"> Whatever
their method, a Shadowdancer’s greatest asset is their Shadow. Their Shadow is
alive, and, although silent, will often reflect their owner’s emotional state,
or steal things of their own accord. With it, they can perform daring acts of
acrobatics, turn a gentle caress into a gut-slashing stroke, and escape from
impossible situations.<o:p></o:p></span></div>
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<span style="color: windowtext;"> Although
there are others that can act quicker or run faster than them, a Shadowdancer’s
manoeuvrability is unrivalled. It only takes one Shadowdancer to create a
problem for single enemies or massed forces, and that problem will be abused
maliciously by any Doomguard entering the fray.<o:p></o:p></span></div>
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<u><span style="color: windowtext;">Class Traits</span></u><u><span style="color: windowtext;"><o:p></o:p></span></u></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Role</span></b><span style="color: windowtext;">: Shadowdancers
teleport around the battlefield, sending enemies into states of disarray. They
are one of the most mobile classes, matched only by the Speedster Rogue.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Alignment</span></b><span style="color: windowtext;">: Any</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Power Source:</span></b><span style="color: windowtext;"> Shadow </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Key Abilities:</span></b><span style="color: windowtext;"> Strength, Dexterity, Intelligence, Charisma </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Armour Proficiencies:</span></b><span style="color: windowtext;"> Light Armour</span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Weapon Proficiencies: </span></b><span style="color: windowtext;">Simple ranged, Dagger, Shortsword.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Bonuses to Defence:</span></b><span style="color: windowtext;"> +2 Reflex</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Hit Points at 1<sup>st</sup> level:</span></b><span style="color: windowtext;"> 2d6+ Constitution score</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Hit Points per level gained:</span></b><span style="color: windowtext;"> d6+ Constitution modifier</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Healing Surges per day: </span></b><span style="color: windowtext;">7+ Constitution Modifier</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Skill Points at 1<sup>st</sup> level: </span></b><span style="color: windowtext;">(6 + Intelligence Modifier) x4</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Skill Points per level: </span></b><span style="color: windowtext;">6 + Intelligence Modifier</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Attack Growth</span></b><span style="color: windowtext;">: 6</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b><span style="color: windowtext;">Class Skills: </span></b>Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape
Artist, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Planes),
Linguistics, Perception, Perform, Profession, Sense Motive,
Stealth, Swim, Thievery, Use Magic Device.<span style="color: windowtext;"><o:p></o:p></span></div>
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<u><span style="color: windowtext;">Class Features</span></u><span style="color: windowtext;"><o:p></o:p></span></div>
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<b><span style="color: windowtext;">Shadow of the Shadowfell</span></b><span style="color: windowtext;"> (1st level)</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;">Your Shadow is alive. It shares your
space on the board, your defences, and has 1hp. Your Shadow cannot be targeted
by single target enemy attacks. If you are attacked by an area, burst or blast
attack, your Shadow is targeted by the attack as well. A missed attack never
damages your Shadow. Your Shadow cannot exist in engulfing light where there is
no shadow, such as a desert or an open courtyard at midday. Your Shadow counts
as destroyed if you enter such light. If your Shadow is destroyed for whatever
reason, you can reconstitute it by spending one minute in meditation.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;">If your Shadow is active, you access
key abilities; </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Wingdings; position: relative; top: 1pt;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><span style="color: windowtext;">You can perform one minor action, such as a mid-combat observation skill
check, or drawing or stowing an item, as a free action once per turn.</span><span style="color: windowtext; position: relative; top: 1pt;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Wingdings; position: relative; top: 1pt;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><span style="color: windowtext;">Your Shadow can lift 15lb of items, but can never use the items as
weapons.</span><span style="color: windowtext; position: relative; top: 1pt;"><o:p></o:p></span></div>
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<span style="color: windowtext; font-family: Wingdings; position: relative; top: 1pt;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><span style="color: windowtext;">Once per turn, as part of an advanced attack or full attack action, your
Shadow attacks one target you hit. The shadow deals 1d6 damage, and deals an
additional 1d6 damage for every 5 levels of Shadowdancer you have.</span><span style="color: windowtext; position: relative; top: 1pt;"><o:p></o:p></span></div>
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<b><span style="color: windowtext;">Shadowdance</span></b><span style="color: windowtext;"> (1st level)</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;">You know how to Shadowdance. Whilst
Shadowdancing, you gain a +1 bonus to speed per tier. As a move action whilst
Shadowdancing, you may teleport up to half your speed so long as there is a
shadow adjacent to you that is not your own. You can perpetuate your dance for
as many rounds per day as your Acrobatics skill +4.<o:p></o:p></span></div>
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<b><span style="color: windowtext;">Schools of Darkness</span></b><span style="color: windowtext;"> (1st level)</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;">Choose one of the following schools.
Once this choice has been made, it cannot be changed.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Banshee: </span></i><span style="color: windowtext;">You gain proficiency with the Longsword. Whilst you are Shadowdancing,
enemies adjacent to you suffer a penalty to attack rolls equal to your CHR
modifier. When you make an attack with your Shadow, you deal extra damage equal
to your STR modifier.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Ghost</span></i><span style="color: windowtext;">: Your Shadow
counts as an independent creature. It can glide your current speed, and has HP
equal to your bloodied value, although missed attacks can now harm it. It heals
to maximum health during a short rest. Your Shadow can now carry 30lb of
equipment, and shares your skill list. It is an insubstantial creature, and
gains an additional Resist Force equal to your CHR modifier. You must be
adjacent to your Shadow or an enemy your Shadow is adjacent to in order to activate
Shadow attacks. Your Shadow acts when you act, and cannot travel more than 20
squares away from you.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Poltergeist</span></i><span style="color: windowtext;">: When you fall from a height, you treat the fall as if it were 10 feet
shorter than it actually is. Whilst Shadowdancing, your base movement is
reduced by 3, but you may walk on air as if it were solid ground, and the maximum distance of your teleport
remains unhindered. If you are stunned, dazed, or rendered unconscious whilst
standing or fighting in midair, you plummet to the ground at a rate of 60 feet
per round. If you regain your mental faculties before you hit the ground, you
can spend a move action to resume Shadowdancing and stop falling. When you
attack with your Shadow, you may re-roll the damage die for your Shadow attack
only.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Raven</span></i><span style="color: windowtext;">: You gain the
Raven Queen's Blessing Channel Divinity power. Whilst Shadowdancing, you can
move over surfaces that would not otherwise support your weight, such as water,
acid, or lava, and difficult terrain, but you cannot run over air. You do not
suffer damage from running over these surfaces, but ending your turn over these surfaces
means you fall into them. There is an exception; you can, if you make a double
move action to Run twice, continue to run over a period of several turns
without stopping, allowing you to cross things such as a body of water. When
you make an attack with your Shadow against a bloodied target, you gain a bonus
to your attack rolls equal to your INT modifier.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Spectre:</span></i><span style="color: windowtext;"> The critical threat range of Daggers
you wield increases by 1. While you Shadowdance, any teleport move you make
turns you insubstantial until the end of your next turn. When you make a full
attack action with your Shadow, your Shadow attack deals an additional INT
modifier damage on a critical hit for every Shadow damage die you have.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Scorpion</span></i><span style="color: windowtext;">: You gain proficiency with the Rapier. You Mark targets you attack with
your Shadow. Whilst Shadowdancing, you gain a bonus to AC equal to your CHR
modifier. If a marked target damages you, you may teleport to a square adjacent
to the target as a free action.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Spider</span></i><span style="color: windowtext;">: You gain Two
Weapon fighting as a bonus feat. While you Shadowdance, you gain Spider Climb
equal to your INT modifier. When you make a full attack action with your
Shadow, you can slow the target you hit.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Wraith</span></i><span style="color: windowtext;">: You can hide in
plain sight, so long as there is sufficient shadow near you, excluding your
own. Whilst Shadowdancing, when you make a successful Stealth check to hide,
you become invisible until you move. Like other forms of invisibility, this
grants you a +10 bonus to Stealth checks to remain hidden. When you attack with
your Shadow, the target of the attack suffers ongoing bleed damage equal to
your STR modifier.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;"> </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<b><span style="color: windowtext;">Dance Steps </span></b><span style="color: windowtext;">(2nd level)</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;">At 2nd level, and every 2nd level
thereafter, you may choose a Dance Step from the following list. Unless
otherwise mentioned, you can only take a Step once.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Advancing Footsteps:</span></i><span style="color: windowtext;"> Increase your Speed by 1 whilst Shadowdancing. You can take this Step
multiple times to a maximum of 3 times. </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Attunement:</span></i><span style="color: windowtext;"> Increase the number of rounds you can perpetuate your Shadowdance by 2.
You can take this Step without limit.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Breakneck Charge: </span></i><span style="color: windowtext;">Increase your speed whilst charging and Shadowdancing by your STR
modifier. </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Bend Distance</span></i><span style="color: windowtext;">: When you are hit with an attack that deals damage on a miss, you only
take 1/4 damage instead of 1/2 damage.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Catch the Edge</span></i><span style="color: windowtext;">: When you throw a Dagger as part of a ranged attack, you can catch it
with the hand you threw it.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Combat Dilettante:</span></i><span style="color: windowtext;"> You gain a Combat Feat you meet the prerequisite for.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Dancer's Finesse:</span></i><span style="color: windowtext;"> You gain the Weapon Finesse feat.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Dark Adept</span></i><span style="color: windowtext;">: Add another damage dice your Shadow attack.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Dark Destiny</span></i><span style="color: windowtext;">: Your Shadow attacks deal an additional 1 point of damage per damage
die.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Dark Destroyer</span></i><span style="color: windowtext;">: Your Shadow damage die size rises by 1.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Dark Reaping</span></i><span style="color: windowtext;">: Your Shadow attacks gain the Brutal 1 trait.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Defending Shadow</span></i><span style="color: windowtext;">: If you are hit by a single target attack, and your Shadow is adjacent
to you if you belong to the Ghost school, you can opt to have your Shadow
become the target of the attack instead.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Evade the Light</span></i><span style="color: windowtext;">: You gain a +2 bonus to Reflex. You
can take this step multiple times, each one adds +1 Reflex.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Fast Stealth</span></i><span style="color: windowtext;">: Whilst Shadowdancing, you suffer no penalty to Stealth checks to move
at full speed.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Freedom of Form</span></i><span style="color: windowtext;">: As part of your teleport action, you can stand up or fall prone.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Graveyard Stand</span></i><span style="color: windowtext;">: If you recover from the dying status, you may stand up as a free
action as soon as you regain consciousness.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Harrowing:</span></i><span style="color: windowtext;"> If your Shadow is destroyed for whatever reason, you gain a +2 bonus to
your attack and damage rolls until the end of your next turn.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Kill the Light</span></i><span style="color: windowtext;">: As a minor action whilst Shadowdancing, you can snuff out all minor
sources of light in the room you currently stand in, but not magical light.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Lightwalker</span></i><span style="color: windowtext;">: The environmental requirements to activate your abilities are
reversed; to summarise, you work at your best in bright light instead of pitch
darkness.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Multidirectional Defence</span></i><span style="color: windowtext;">: Whilst Shadowdancing, you do not grant combat advantage to one pair
that is flanking you. </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Nighteyes</span></i><span style="color: windowtext;">: You gain Low-Light vision. If your race choice already has that, you
gain Darkvision instead.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Retaliate!</span></i><span style="color: windowtext;">: You gain a bonus to your Initiative roll equal to your INT modifier if
you are ambushed.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Rogue Relations</span></i><span style="color: windowtext;">: You gain a Rogue talent you qualify for from the Rogue Talent list.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Shadow Mending:</span></i><span style="color: windowtext;"> As a free action, you can destroy your Shadow to spend a healing surge.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Shadow Stitching</span></i><span style="color: windowtext;">: Requires Shadow Mending. After you use Shadow Mending, you gain
Regeneration equal to your STR modifier. </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Single Edge Slaying: </span></i><span style="color: windowtext;">Whilst you wield a Light Blade in one hand and your other hand is free,
the critical threat of the weapon rises by 1.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Single Edge Parry</span></i><span style="color: windowtext;">: As part of an advanced attack action, you gain a +2 bonus to AC while
you wield a light blade in one hand and your other hand is free.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Steady Skills:</span></i><span style="color: windowtext;"> When you spend a standard action to make a skill check, you may take 10
for the check, even if you would be distracted.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Trap Training:</span></i><span style="color: windowtext;"> You gain the Trap Finding Feat from the Rogue feat list.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Twin Blade Attack: </span></i><span style="color: windowtext;">Whilst wielding two Daggers, you gain a +1 bonus to all melee damage
rolls.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Twin Sword Dervish</span></i><span style="color: windowtext;">: Whilst wielding two Shortswords, you gain a +1 bonus to AC and
opportunity attack rolls.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Underhanded Jump</span></i><span style="color: windowtext;">: When you teleport to leave a square adjacent to an enemy, enemies adjacent
to the square you left suffers a penalty to their next attack roll equal to
your INT modifier.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Vestige of Faith: </span></i><span style="color: windowtext;">You learn either Lolth's Strike, Olidammara's Jump, or Sehanine's
Retrbution as a Channel Divinity power. You do not have to worship the God in
question, but your alignment must be one step from that of the god's. </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Wisp Dodge</span></i><span style="color: windowtext;">: Whilst Shadowdancing, the first single target ranged attack against
you in the encounter, weapon or magical, suffers a penalty to hit equal to 2x
DEX your modifier.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<u><span style="color: windowtext;">Advanced Steps</span></u><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;">At 10th level, you add the following
list to the steps you can learn.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Advanced Single Edge Slaying: </span></i><span style="color: windowtext;">Whilst you wield a Light Blade in one hand and your other hand is free,
the critical threat of the weapon rises by 1.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Advanced Single Edge Parry</span></i><span style="color: windowtext;">: As part of an advanced attack action, you gain a +2 bonus to AC while
you wield a light blade in one hand and your other hand is free.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Advanced Twin Blade Attack: </span></i><span style="color: windowtext;">Whilst wielding two Daggers, you gain a +1 bonus to all melee damage
rolls.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Advanced Twin Sword Dervish</span></i><span style="color: windowtext;">: Whilst wielding two Shortswords, you gain a +1 bonus to AC and
opportunity attack rolls.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Blood and Wit</span></i><span style="color: windowtext;">: You gain Skill Focus as a bonus feat. You may take this step multiple
times, with no limit.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Break the Light</span></i><span style="color: windowtext;">: Requires Kill the Light. As a minor action whilst Shadowdancing, you
can snuff out all minor sources of light in the room you currently stand in,
including magical light.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Enduring Shade</span></i><span style="color: windowtext;">: Once per encounter, when your Shadow is destroyed by an attack, it survives
with 1 hit point.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Fallingdown: </span></i><span style="color: windowtext;">Whilst Shadowdancing, you fall from great heights at a rate of 60ft per
round, and you suffer no damage when you land.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Gloaming Cut</span></i><span style="color: windowtext;">: As an advanced attack action, you can inflict ongoing damage to the
target equal to your INT modifier.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Lethal Jump: </span></i><span style="color: windowtext;">When you teleport to leave a square adjacent to an enemy, enemies
adjacent to the square you left grant combat advantage until the beginning of
their next turn.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Ranged Legerdemain</span></i><span style="color: windowtext;">: You can perform Thievery and Disable Device checks from 6 squares
away. Your Shadow must be active for you to use this ability, and you cannot
take 10 or 20 for these skill checks. Any object manipulated must be able to be
carried by your Shadow. </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Resist Blindness:</span></i><span style="color: windowtext;"> If an effect Blinds you, you may make an immediate saving throw against
the effect.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Ride the Twilight</span></i><span style="color: windowtext;">: You can destroy your Shadow to gain a +20 bonus on your next
Acrobatics or Jump check, and your jump distance is not limited by your speed.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Shadow Image</span></i><span style="color: windowtext;">: As a standard action, you can destroy your Shadow to create false
images of yourself. The number of false images is equal to the number of Shadow
damage die you have. Your images move in your turn, and may move as you are
able to. The images have your defences -5, but disappear if struck. They cannot
attack. The images are only visual effects. They make no sound or offer no
smell, and leave no traces. Enemies suffer a -5 penalty to Perception checks
for every image you have active for attempts to spot you.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Slaughter</span></i><span style="color: windowtext;">: Once per day as a full attack action whilst Shadowdancing, you can
teleport, if able, to an enemy within teleport range and make one of your
attacks per round against it. You may keep teleporting and attacking with this
action, so long as there is at least one enemy remaining and you have unused
attacks per round. </span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Trick the Trap</span></i><span style="color: windowtext;">: If you trigger a single target trap, you can redirect the attack to
your shadow before the attack is rolled.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Voracious Edge:</span></i><span style="color: windowtext;"> If you score a critical hit with a melee attack, you can use your
Shadow attacks on the target of the critical hit, even if you didn't make an
advanced attack action or a full attack action.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<span style="color: windowtext;">At 20th level, you may choose one of
these three steps to learn instead of one from the previous lists. You can only ever learn one of these 20th level steps.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Perfect Darkness</span></i><span style="color: windowtext;">: As a standard action, you can extinguish all light from a room you
currently occupy, even magical light. If something is aflame, such as an Efreet
or a burning item, the subject still burns, but emits no light. Whilst
Shadowdancing, any target you strike in total darkness becomes blinded and
rattled (save ends).</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Perfect Janus</span></i><span style="color: windowtext;">: Your Shadow cannot be destroyed by bright light. It now takes one full
round action to reactivate your shadow instead of one minute of meditation. The
amount of weight your shadow can carry rises by 5lb, and the damage die size of
your shadow attacks rises by 1. When you score a critical hit, the maximum
damage is also applied to your Shadow attacks.</span><span style="color: windowtext;"><o:p></o:p></span></div>
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<i><span style="color: windowtext;">Perfect Shadowjump: </span></i><span style="color: windowtext;">Whilst Shadowdancing, you can teleport up to your original movement
speed. You do not have to see where you
want to teleport to in order to make the move so long as you have seen it
before, however, if you try and the space is occupied, the move fails, but the
action is still consumed. If you grab a target, ally or enemy, while you teleport
that target teleports with you.</span></div>
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<span style="color: windowtext;"><br /></span></div>
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<span style="color: windowtext;"><span style="font-size: x-small;">[Kudos to mineworker.deviantart.com for the picture]</span></span></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com2tag:blogger.com,1999:blog-5242011212221670146.post-16251669998400084162011-12-26T15:47:00.000-08:002011-12-26T15:47:25.246-08:00Shadow Classes: Doomguard<br />
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<b><u><span style="font-family: Castellar; font-size: 14.0pt; mso-ansi-language: EN-GB; mso-fareast-font-family: "Times New Roman";">Doomguard</span></u></b><b><span style="font-family: Castellar; font-size: 14.0pt; mso-ansi-language: EN-GB;"><o:p></o:p></span></b></div>
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<a href="http://th06.deviantart.net/fs70/PRE/i/2010/145/f/2/Dark_warrior_by_basara1988.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://th06.deviantart.net/fs70/PRE/i/2010/145/f/2/Dark_warrior_by_basara1988.jpg" width="320" /></a><o:p> </o:p></div>
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<i>“This
is my hurt, my madness, my unrequited hatred! This is my power, and I am coming
for you.”<o:p></o:p></i></div>
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<br /></div>
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At the dawning of the world, the
Primordials took the parts of it that were too bright to allow creation, and
flung them aside. To keep the balance, they took the aspects of the world that
were too dark, and threw them away. The brightness and the darkness culminated
in parodies of the world, known as the Feywild and the Shadowfell. Although the
Feywild is dangerous, it is a world of light, magic and verdant power. The
Shadowfell is not so blessed.<o:p></o:p></div>
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The
Shadowfell is the plane that all dead spirits pass into before they ascend,
fall, or disappear into the Outer Realm. Here, the darkness of the plane twists
the weak willed into ghosts, or the horrors force them to become monsters that
wreak havoc on those few that dwell there.<o:p></o:p></div>
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There is
no true sanctuary, and it is in this hopeless world that the Doomguards hail
from. The brotherhoods of the Doomguards perform the role of protection, but
theirs is not the joy of battle of a Fighter, or the dedication of a Paladin.
Doomguards are nihilists, knowing that, in time, all will be destroyed. In
turn, the only way keep that which matters in tact is to destroy everything
else. They have no qualms with hiring Shadowdancers as assassins, or striking
an unarmed man. A Doomguard’s prerogative is the survival of those under his
protection, and any Doomguard worth their salt will not stop to think of morals
or shy away from any foe they face.<o:p></o:p></div>
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Each
Doomguard is initiated into a brotherhood by a certain rite of passage. The
rite involves having the animus, that which binds the soul to the body, carved
out with a knife made from Ghost Iron and bound into a weapon of the initiate’s
choosing. The weapon is forever part of them. The more the Doomguard grows into
his role, the more crooked and vicious his weapon will become, granting him
almost unrivalled power with which to cause suffering to his foes. However,
this Hideous Weapon is both a constant reminder of his duties, and the darkness
that lies in the hearts of all beings.<o:p></o:p></div>
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In
truth, many of the dreary occupants of the Shadowfell are as much afraid of the
brotherhoods as they are of the countless undead of the plane. Although an
undead beast is only monstrous after death, the Doomguard brotherhoods
represent monstrosity in the living.<o:p></o:p></div>
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<u>Class Traits</u><u><o:p></o:p></u></div>
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</span></span><!--[endif]--><b>Role</b>: Doomguards
are nihilistic, brutal warriors. They choose a target and squash its powers
with the aim of crushing it before it can threaten anyone else, whilst being
extremely resistant to more exotic forms of attack.<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Alignment</b>: Any.<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Power Source:</b> Shadow<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Key Abilities:</b> Strength, Constitution, Intelligence.<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Armour Proficiencies:</b> Light, Medium and Heavy Armour. Light shields and
Heavy Shields.<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Weapon Proficiencies: </b>Simple Melee, Military Melee<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Bonuses to Defence:</b> +1 Fortitude and Will<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Hit Points at 1<sup>st</sup> level:</b> 2d8+ Constitution score<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Hit Points per level gained:</b> d8+ Constitution modifier<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Healing Surges per day: </b>10+ Constitution Modifier<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Skill Points at 1<sup>st</sup> level: </b>(2 + Intelligence Modifier) x4<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Skill Points per level: </b>2 + Intelligence Modifier<o:p></o:p></div>
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<!--[if !supportLists]--><span style="color: windowtext; font-family: Symbol; mso-ansi-language: EN-GB; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;">¨<span style="font: 7.0pt "Times New Roman";">
</span></span><!--[endif]--><b>Attack Growth:</b> 6 levels<o:p></o:p></div>
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</span></span><!--[endif]--><b>Class Skills: </b>Appraise, Climb, Endurance, Handle Animal, Jump, Knowledge
(Dungeoneering), Knowledge (Planes) Knowledge (Religion), Profession, Ride,
Sense Motive, Swim.<o:p></o:p></div>
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<u>Class
Features<o:p></o:p></u></div>
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<b>Scorn </b>(1st level)<o:p></o:p></div>
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As a minor action, one target within three squares of
you becomes the target of your Scorn. Targets of your Scorn are Marked. As a
Standard Action, you can target 2 enemies as your Scorn. As an Advanced action,
you can target 3 enemies as your Scorn.<o:p></o:p></div>
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If an adjacent target of your Scorn shifts, you may
shift a number of squares as a free action equal to 1/2 of your CON modifier.<o:p></o:p></div>
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If an adjacent target of your Scorn hits an ally with
an attack that doesn't include you, the target takes damage equal to the damage
it inflicted to your ally.<o:p></o:p></div>
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<b>The Hideous
Power</b> (1st level)<o:p></o:p></div>
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At 1st level, you choose a Hideous Weapon. This weapon
is chosen from one weapon you have proficiency with. The Hideous Weapon is
imbued with your soul's animus, the bond that ties the soul to the body. This
bond is both a gift and liability to the Doomguard; if you are separated from
your Hideous Weapon, you die. The maximum distance, in miles, and the number of
hours you can remain separated is equal to your level. If you are ever slain,
save for old age, your Hideous Weapon counts as a body part for the sake of
resurrection spells. If the Hideous Weapon is ever broken, you can repair it
with a touch, so long as you have at least a shard of metal of the blade.<o:p></o:p></div>
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The Hideous
Weapon counts as a magical weapon, although it can never be augmented or
destroyed by a crafting check. Equally, the Hideous Weapon only activates its
power for you. Anyone else wielding it gains no benefit, and it is treated as a
mundane weapon until you retrieve it again. At 2<sup>nd</sup> level and every 4<sup>th</sup>
level thereafter the Hideous Weapon adds a +1 to its enchantment bonus to a
maximum of +6.<o:p></o:p></div>
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<b>Brotherhood</b> (1st level)<o:p></o:p></div>
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As a Doomguard, you belong to a group of like minded
individuals known as a Brotherhood. Each Brotherhood gives a unique bonus to
your Scorn. Choose one of the following groups to join. Once the choice has
been made, it cannot be changed.<o:p></o:p></div>
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<i>The Breaking
Spirit:</i> Against targets of your Scorn, you use
CON as the modifier for your melee attack and damage rolls.<o:p></o:p></div>
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<i>The Burning
Chain</i>: Targets of your Scorn cannot
shift.<o:p></o:p></div>
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<i>The Cracking
Sky</i>: Targets of your Scorn with an
Immortal, Elemental, or Aberrant background suffer a penalty to all defences
equal to 1/2 your INT modifier.<o:p></o:p></div>
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<i>The Damning
Love: </i>Targets of your Scorn suffer a -1
penalty to saving throws.<o:p></o:p></div>
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<i>The
Encroaching Denial:</i> You gain a
bonus to AC equal to your CON modifier against the target of your Scorn. <o:p></o:p></div>
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<i>The
Flowering Hatred: </i>Targets of
your Scorn grant Combat Advantage to you.<o:p></o:p></div>
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<i>The
Hungering Doom: </i>Targets of
your Scorn suffer a penalty to all skill checks equal to your level.<o:p></o:p></div>
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<i>The Shining
Darkness: </i>You gain a bonus to damage rolls
against the target of your Scorn equal to your INT modifier.<o:p></o:p></div>
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<i>The Weeping
Father</i>: The target of your Scorn is
knocked prone when hit by your opportunity attacks.<o:p></o:p></div>
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<b>The Creeds </b>(2nd level)<o:p></o:p></div>
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At 2nd level
and every 4th level thereafter, choose a Creed for the Doomguard to follow. The
selection of Creeds to choose from increases as you grow in level.<o:p></o:p></div>
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<u>2nd level<o:p></o:p></u></div>
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<i>No
Corruption Shall Blemish My Glory: </i>You are
immune to the effects of diseases. You can still contract them and pass them on
to others.<o:p></o:p></div>
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<i>No Demon
Shall Avoid its Fate</i>: You gain a
bonus to damage rolls against Elementals equal to your Hideous Weapon's
proficiency bonus + any magic weapon bonuses it has.<o:p></o:p></div>
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<i>No Devil
Shall Elude My Gaze:</i> You gain a
bonus to damage rolls against Immortals equal to your Hideous Weapon's
proficiency bonus + any magic weapon bonuses it has.<o:p></o:p></div>
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<i>No
Immaterial Fiend Shall Be Spared:</i> You gain a
bonus to damage rolls against Fey equal to your Hideous Weapon's proficiency
bonus + any magic weapon bonuses it has.<o:p></o:p></div>
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<i>No
Malevolent Spirit will Oppose Me:</i> You gain a
bonus to damage rolls against Undead equal to your Hideous Weapon's proficiency
bonus + any magic weapon bonuses it has.<o:p></o:p></div>
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<i>No Sin Shall
Go Unpunished: </i>The AC and
Reflex bonuses you get from your shield rises by 1+ the number of bonuses of
your Hideous Weapon.<o:p></o:p></div>
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<u>6th level</u><o:p></o:p></div>
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<i>I Shall
Always Defy My Fate: </i>Your Scorn
removes one Action Point from the target, if it had one.<o:p></o:p></div>
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<i>I Shall Know
No Fear: </i>You gain a +5 bonus to Saving Throws
against Fear, Illusion and Domination effects.<o:p></o:p></div>
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<i>I Shall
Never Cease My Duty: </i>If you
become Slowed, Immobilised, Restrained or become unable to shift, you can make
an immediate saving throw to end the effect.<o:p></o:p></div>
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<i>I Shall
Never Yield To The Witch: </i>You gain a
+1 bonus to all defences against magical attacks. <o:p></o:p></div>
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<i>I Shall Not
Go Quietly Into Darkness: </i>You gain a
+2 bonus to death saving throws.<o:p></o:p></div>
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<u>10th level</u><o:p></o:p></div>
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<i>Caution
Provokes Cowardice</i>: You gain a
+ 6 bonus to AC whilst charging. This bonus lasts until the beginning of your
next turn.<o:p></o:p></div>
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<i>Death Bares
Victory</i>: When you reduce an enemy to 0 hit
points or fewer, you gain temporary hit points equal to your level.<o:p></o:p></div>
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<i>Duty
Requires Discipline: </i>You do not
sleep. Instead, you need only to remain inactive for 4 hours a day to benefit
from an extended rest. Whilst inactive, you are aware of your surroundings and
can react to them normally<o:p></o:p></div>
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<i>Innocence
Proves Nothing</i>: As an advanced attack action, you can make a basic melee attack. If the attack hits a target, all enemies that can see you become Rattled until the end of your turn.<o:p></o:p></div>
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.<o:p></o:p></div>
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<i>Might Makes
Right: </i>Add your STR modifier to Diplomacy,
Bluff, Intimidate and Sense Motive skill checks.<o:p></o:p></div>
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<u>14th level</u><o:p></o:p></div>
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<i>My Despair
Shall Be Stifled:</i> You can
reroll failed saving throws any number of times in a turn, but at a cumulative
-1 penalty for every attempt. The penalty resets at the beginning of your next
turn.<o:p></o:p></div>
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<i>My Gaze
Shall Be Far: </i>You can see 10 feet further than you
otherwise could in areas of clouded vision. You may reroll Perception skill
checks once per encounter.<o:p></o:p></div>
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<i>My
Transgressions Shall Be Cleansed: </i>When you use
your Second Wind, you can spend a second healing surge to make a saving throw
against 2 negative effects you currently suffer from.<o:p></o:p></div>
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<i>My Trust
Shall Be Unbreakable: </i>You gain
Resist against all attacks made by your allies equal to your level.<o:p></o:p></div>
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<i>My Wrath
Shall Be Furious: </i>You gain a
bonus to damage rolls equal to the bonus of your Hideous Weapon against targets
that damage you. That bonus lasts until the end of your next turn.<o:p></o:p></div>
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<u>18th level</u><o:p></o:p></div>
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<i>Until
Darkness Takes Us:</i> You gain a
bonus to damage rolls equal to your INT modifier +3 for every unconscious ally
you can see or have seen. <i> <o:p></o:p></i></div>
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<br /></div>
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<i>Until My
Final Breath: </i>When you reach 0 Hit Points, you do
not fall unconscious for as many rounds equal to your CON modifier, but you
still make death saving throws.<o:p></o:p></div>
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<i>Until The
End of Time:</i> You no longer age, and cannot die
of old age unless you will it.<o:p></o:p></div>
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<b>Hideous
Augmentation </b>(4th level)<o:p></o:p></div>
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At 4th level, and every 4th level thereafter, your
Hideous Weapon gains an augmentation from the following list. You cannot choose
the same power twice, unless otherwise stated.<o:p></o:p></div>
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<i>Agony:</i> Your Weapon gains the Brutal 1 trait, or increases an
existing Brutal trait by 1. <o:p></o:p></div>
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<i>Believing</i>: Your Weapon becomes Holy. You must be of a Good
Alignment to choose this Hideous Augmentation.<o:p></o:p></div>
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<i>Bleeding</i>: The damage your Weapon inflicts counts as Bleed
damage.<o:p></o:p></div>
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<i>Covetous</i>: Your Weapon gains the Defending power.<o:p></o:p></div>
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<i>Despairing</i>: Your Weapon becomes Unholy. You must be of an Evil
Alignment to choose this Hideous Augmentation.<o:p></o:p></div>
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<i>Freeze: </i>Your Weapon inflicts Cold damage.<o:p></o:p></div>
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<i>Fury:</i> Your Weapon gains the High Crit ability.<o:p></o:p></div>
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<i>Greed:</i> Your Weapon returns to your hand from up to 20
squares away as a minor action.<o:p></o:p></div>
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<i>Grit:</i> Your Weapon gains the Versatile trait.<o:p></o:p></div>
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<i>Hungry</i>: Your Weapon gains the Seeking power.<o:p></o:p></div>
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<i>Jealousy: </i>Your Weapon damages anything that holds it other than
you. This is Shadow damage, and the damage inflicted is equal to the damage die
of your current weapon.<o:p></o:p></div>
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<i>Lawbringer</i>: Your Weapon becomes Axiomatic. You must be of a
Lawful Alignment to choose this Hideous Augmentation.<o:p></o:p></div>
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<i>Lawless</i>: Your Weapon becomes Anarchic. You must be of a
Chaotic Alignment to choose this Hideous Augmentation.<o:p></o:p></div>
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<i>Melt: </i>Your Weapon inflicts Acid damage.<o:p></o:p></div>
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<i>Might: </i>Your Weapon gains the Stout trait.<o:p></o:p></div>
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<i>Murderous</i>: Your Weapon gains the Vicious trait.<o:p></o:p></div>
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<i>Pity:</i> Your Weapon becomes Merciful.<o:p></o:p></div>
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<br /></div>
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<i>Power: </i>Your Weapon's damage dice rises by one.<o:p></o:p></div>
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<br /></div>
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<i>Rage:</i> Your Weapon deals +2 damage. You can choose this
augmentation once per tier.<o:p></o:p></div>
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<br /></div>
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<i>Roar: </i>Your Weapon inflicts Sonic damage. <o:p></o:p></div>
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<br /></div>
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<i>Ruin: </i>The critical threat of your Weapon rises by one.<o:p></o:p></div>
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<i>Scorch:</i> Your Weapon inflicts Fire damage.<o:p></o:p></div>
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<br /></div>
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<i>Sharp</i>: Your Weapon gains the Keen power.<o:p></o:p></div>
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<br /></div>
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<i>Shock: </i>Your Weapon inflicts Lightning damage.<i> </i> <o:p></o:p></div>
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<br /></div>
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<i>Slaying</i>: Your Weapon counts as being crafted from either
Blessed Steel, Cold Iron, Disturbing Steel, Malefic Steel, Negasteel, or
Silvered Steel.<o:p></o:p></div>
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<br /></div>
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<i>Wrath</i>: Your Weapon gains an additional +2 to attack rolls.
You can choose this augmentation once per tier.<o:p></o:p></div>
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<br /></div>
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<i>Zephyrus</i>: Your Weapon gains the Thrown power.<o:p></o:p></div>
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<br /></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-66258032564671598492011-12-22T11:51:00.000-08:002011-12-22T12:00:23.113-08:00Primal Classes: Totemic<div style="text-align: justify;">
<u>Foreword</u></div>
<div style="text-align: justify;">
Many of the game rules and class designs are drawn from existing editions of D&D and Pathfinder. Many of my 'new' classes take aspects of previous ones or more awkward Prestige classes, tweaked to work together in ways that they otherwise shouldn't. Faustian is an example of this, as is Inquisitor, Paladin and, to a lesser extent, Monk. Although Chronarch and Shadowdancer only have a passing resemblance to their D&D counterparts, I think it's safe to say there are very few truly original classes in the Providence line up. There have been experiments, mind you, including Summoner (far too many templates, and worked as a campaign-specific class rather than something that could be applied anywhere), Judge (a mishmash of rules, combat systems and contradicting ideas, although it did provide the template for at least 10 other classes) and the short-lived Gunslinger/Corsair.</div>
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Totemic does not fall into this category of hodge-podge class brewing. Totemic is the 20th, potentially final, base class in Providence, and i'll admit shamelessly that none of the ideas, role or indeed any of the fluff were written by me. It is a completely unique class, drafted, tested and designed by my friend, Tom. In his own words, it does something that no other class does, which is true. All of my close friends know I have a particular disdain for Primal classes across all of the editions, and a shapechanging expert is not something I would've concocted on my own.</div>
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Tom has worked long and hard on Totemic, and the sheer extent of the different abilities present in the Totemic's arsenal is evidence of this. Although I have taken his original draft and reorganised it to fit better into Providence's established order, the core of the class is still the same, with each individual animal form keeping much of its individuality, even if the Providence layout doesn't use a pre-existing set of templates.</div>
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<br /></div>
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On a similar note, it would be grotesquely selfish to proclaim all of this work as my own. In addition to the above mentioned sources, both Tom and my friend Andy have provided months of work, support, and a good old slap if the occasion calls for it. Tom's most recent contribution was the Totemic, but he's done everything from providing class and spell ideas to writing parts of the feats lists. He is also the designer of the Providence character sheet, and (somehow) made it so that all of the heavy calculation is done by Microsoft excel. On top of all that, he's the go-to guy for finding lesser known games that he never fails to fire my way, such as things like Diplomacy or the Call of Cthulu.</div>
<div style="text-align: justify;">
Andy has a love for gameplay systems, as shown in his blog, <a href="http://subspaceemissary.blogspot.com/">http://subspaceemissary.blogspot.com/</a>. He writes on a myriad of relevant topics from videogaming to boardgaming, and was kind enough to make a post about nothing but my blog. He's the biggest finder of loopholes, and has easily headhunted the greatest number of problems within the Providence system.</div>
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I think it would be safe to say that Providence wouldn't be anywhere close to the state it is in right now if it weren't for these two heroes, and I can only hope that they'll keep helping me free of charge for the foreseeable future! Then again, if Providence began turning a profit...</div>
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<br /></div>
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Below is both versions of Totemic. The first is the Providence re-write, and reads in much the same way as previous class entries. The second is the original copy, complete with Animal templates. Both of these versions can be used with Providence, although the latter of the two can easily be used for d&d 3.5 or Pathfinder.</div>
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<u><span style="font-family: Castellar; font-size: 14pt;">Totemic</span></u><o:p></o:p></div>
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<br /></div>
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<i>“Bear no false hope by standing against me. You are
merely a paper tiger. I am not.”</i><o:p></o:p></div>
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<br /></div>
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<a href="http://fc02.deviantart.net/fs71/f/2011/085/f/1/gnome_druid_by_el_grimlock-d3cj4x2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://fc02.deviantart.net/fs71/f/2011/085/f/1/gnome_druid_by_el_grimlock-d3cj4x2.jpg" width="217" /></a> The
soul of an animal is no less potent than that of an intelligent being; Totemics
would argue moreso, as their natural instincts live on past their death. Instead
of trailing away into the Shadowfell, and eventually the halls of the Raven
Queen, animal spirits linger in the world a little while longer, before being
drawn into the bosom of Providence herself. In this time of limbo, animal
spirits are drawn together through their instinct, and follow individuals of
great strength of will, or are invoked by primal rituals. These individuals are
Totemics.<o:p></o:p></div>
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Totemics
are shapeshifters that take on the form of one or many animals. A druidic sect
unto themselves, they recognise the value in both Greater Spirits and the
spirits of the common animal from which they inherit strength. By drawing on
these totem spirits, a Totemic can be an unpredictable force on the
battlefield; they are at once breaking the enemy with the charge of a buffalo,
the next tearing enemies apart with the claws of a lion, before flying away on
a hawk’s wings.<o:p></o:p></div>
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As
Totemics become more adept at wielding their primal power, their totem spirits
become more alive with each transformation, thus allowing the Totemic to
manifest powers that the spirit once had in life. <o:p></o:p></div>
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There are dangers to their art, however. An unfortunate few can be
overpowered by their totem spirits, the will to live and sensation of a willing
body strangulating all autonomy of the host. These poor souls live a
pseudo-life, trapped between instincts and understanding after succumbing to
the beast within.<o:p></o:p></div>
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<u>Class
Traits</u><u><o:p></o:p></u></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Role</b>: Totemics manipulate animal forms
to fill a variety of specific roles.<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Alignment</b>: Any, although because of their
wild nature, it is extremely rare for a Totemic to be anything but Neutral<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Power Source:</b> Primal<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Key Abilities:</b> Strength, Dexterity, Constitution,
Intelligence, Wisdom<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Armour Proficiencies:</b>
Light armour<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Weapon Proficiencies: </b>Simple weapons<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Bonuses to Defence:</b> +2 Will<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit Points at 1<sup>st</sup> level:</b> 2d6+
Constitution score<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit Points per level gained:</b> d6+
Constitution modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Healing Surges per day: </b>10+
Constitution Modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill Points at 1<sup>st</sup> level: </b>(6 +
Intelligence Modifier) x4<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill Points per level: </b>6 +
Intelligence Modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Attack Growth:</b> 7 levels<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Class Skills: </b>Climb, Endurance, Escape Artist, Fly,
Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Linguistics,
Perception, Ride, Sense Motive, Stealth, Survival, Swim, Thievery.<o:p></o:p></div>
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<u>Class Features</u><o:p></o:p></div>
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<b> Totemic Realms</b> (1<sup>st</sup> level)<o:p></o:p></div>
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Totemics
hail from wildernesses the world over, and it is rare that any two from the
same region are the same. Pick one Realm from the list below. Once this choice
has been made, it cannot be changed.<o:p></o:p></div>
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<i>Aquatic Realm</i>: The length of
time you can hold your breath is not reduced by standard actions. The DC for an
hour of prolonged swimming is reduced to 10. You gain a +2 bonus to Fortitude.<o:p></o:p></div>
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<i>Desert Realm</i>: You do not
need to make Endurance checks to resist the effects of hot weather. Once per
day, you can reroll failed Endurance checks to resist the effects of thirst.
You gain a +2 bonus to Fortitude.<o:p></o:p></div>
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<br /></div>
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<i>Jungle Realm</i>: You gain a +5
bonus to Stealth checks to hide from sight. Once per day, you can reroll one
Survival check and take either result. You gain a +2 bonus to Reflex.<o:p></o:p></div>
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<i>Mountain Realm</i>: You do not
need to make Endurance checks to travel in rough terrain over a long period of
time, but this does not stop you making Endurance checks to resist lengthy
travel as a whole. You can survive on half of the regular food intake needed
for a creature of your size. You gain a +2 bonus to Fortitude<o:p></o:p></div>
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<br /></div>
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<st1:city w:st="on"><st1:place w:st="on"><i>Savannah</i></st1:place></st1:city><i> Realm</i>: You can survive on half of the regular food and water intake needed for
a creature of your size. You automatically pass the first two Endurance checks
required to resist the effects of starvation and thirst. Once per day, you can
reroll one Survival check and take either result. You gain a +2 bonus to
Reflex.<o:p></o:p></div>
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<br /></div>
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<i>Temperate Realm</i>: You gain 1
additional Hit Point at 1<sup>st</sup> level and every level thereafter. You
gain a +5 bonus to your passive perception. You gain a +2 bonus to Reflex.<o:p></o:p></div>
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<br /></div>
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<i>Tundra Realm</i>: You do not
need to make Endurance checks to resist the effects of cold weather. Once per
day, you can reroll failed Endurance checks to resist the effects of hunger.
You gain a +2 bonus to Fortitude.<o:p></o:p></div>
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<b>One with Nature</b> (1<sup>st</sup> level)<o:p></o:p></div>
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You
feel the pull of nature more than others, and you can communicate with its
inhabitants. Whilst in Totemic Form, you can talk freely to animals. This power
does not predispose an animal to you in any way, and many tend to be wary of
strangers. Equally, some animals are notoriously stupid, and may be no help to
you whatsoever. If you speak to an animal in the same genus as your Totemic
Form, you gain a +5 bonus to Linguistics checks.<o:p></o:p></div>
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At
11<sup>th</sup> level, you can use this power in your humanoid form.<o:p></o:p></div>
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<b>Totemic Form</b> (1<sup>st</sup> level)<o:p></o:p></div>
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Totemics
have the power to channel the totem spirits of animals to temporarily adopt
their form. <o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
As a standard action, you can assume a Totemic Form. When you transform
into your Totemic Form, your items become a part of your body. You still gain
the bonuses of your magic weapons, armour and accessories whilst in this form,
including any special abilities or masterwork material that these items possess.
These bonuses and masterwork bonuses apply on your melee attacks. You cannot use
any spells bound to your magic items in this form, nor can you use Wondrous
Items. You cannot access any container you have on your person while in Totemic
Form.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
As a standard action, you can assume your humanoid form. You do not have
to transform into your humanoid form before switching Totemic Forms, you may
switch between them freely.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
Whilst in Totemic Form, your statistics, Hit Points, Skills and other
ability scores remain the same, although you cannot speak the languages you
know, with the exceptions listed in the form entries below. The entries contain
the form’s size, speed, the ability score used to calculate attack and damage
rolls, the form’s natural attacks, and the skill bonuses the form provides. In
addition, each form comes with a free selection of Totemic Gifts from the
Totemic Gifts class feature.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
The size of all Totemic Forms begins at Medium; certain forms, such as
Rodents and Ursidae, come with the Greater and Lesser Totemic Gifts as
standard, which alters their size at 1<sup>st</sup> level.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
Many Totemic Forms have a different Speed score to your humanoid form, or
incorporate an alternate movement mode into their profile.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
Due to the nature of the Primal magics at work of a Totemic’s
transformation, it is not always STR that decides how lethal a Totemic Form’s
strikes are. The entry here is used instead of STR as the modifier for attack
and damage rolls in the Totemic Form.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
The Totemic Form’s attacks are listed as either Primary or Secondary.
Secondary attacks tend to be weaker than Primary attacks, and suffer a -3
penalty to attack and damage rolls. You can use either your Primary attack or
your Secondary attack as a standard action. As a full attack action, you can
attack with both of your Primary and Secondary attacks. <o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
Each Totemic Form offers two or more skill bonuses. While in this Totemic
Form, you gain a bonus to these skill checks equal to ½ your level.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
Totemic Gifts are augments to your Totemic Form. All of these forms come
with at least two bonus gifts. <o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
As you grow in strength as a Totemic, so too do your Totemic Forms. Each
form has a list of available upgrades obtainable from the Totemic Gifts class
feature. The details of Totemic Gift rules and their special properties are
explained below.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
At 1<sup>st</sup> level, you begin play with 2 Totemic Forms from the
list below. At 6<sup>th</sup> level and every 6<sup>th</sup> level thereafter,
you may choose another Totemic Form to adopt.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
<br /></div>
<div class="MsoNormal" style="text-indent: 36pt;">
<br /></div>
<div class="MsoNormal" style="text-indent: 36pt;">
<i>Arachnids</i>: Encompassing giant spiders, scorpions and other vermin, Arachnids are
effective at surprise attacks from unexpected angles.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 6, Spider Climb 6<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: INT<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d8 Bite (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Climb, Stealth.<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Envenomed Attacks, Many Legged<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Ambush, Grappling Bite, Lesser,
Lethal, Medium Natural Armour, Ravenous, Solo Hunter, Stinger, Tremorsense. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Canines</i>: Encompassing wolves, dogs and
similar animals, Canines are quick, and work best when adjacent to allies.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size:
Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 7<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state><o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d6 Bite (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Perception, Survival<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Pack Hunter, Scent.<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Bite, Gnashing Bite, Grappling Bite,
Greater, Lesser, Light Natural Armour, Mount, Ravenous, Rugged, Swift, Swimmer.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Felines</i>: Encompassing cats and big cats,
Felines are designed to chase down fast targets, or single out enemies that
have been separated from the group.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 7<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: DEX<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d6 Bite (Primary), 2d6 Claws (Secondary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Acrobatics, Stealth<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Solo Hunter, Swift.<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Ambush, Balanced, Fleeting,
Grappling Bite, Greater, Heedless, Lesser, Lethal, Rake, Ravenous, Scent,
Strafe.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Pisces</i>: Encompassing fish and other marine life, Pisces can only
operate under the water, but are extremely powerful. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 0, Swim 6<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: STR<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d8 Bite (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Jump, Swim<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Gills, Medium Natural Armour<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Bite, Blindsense, Fleeting, Gnashing
Bite, Grappling Bite, Grappling Crush, Greater, Lesser, Lethal, Medium Natural
Armour, Mount, Rugged, Scent, Swift, Swimmer.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Raptors</i>: Encompassing birds, Raptors are
excellent scouts, able to fly into the air. They are not suited well to combat,
but they can perform daring manoeuvres in battle. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 2, Fly 8<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: DEX<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 2d4 Claws (Primary).<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Fly, Perception<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Fleeting, Strafe<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Bite, Gnashing Bite, Grappling
Claws, Greater, Heedless, Lesser, Lethal, Longsighted, Mount, Rake, Ravenous,
Solo Hunter, Swift, Talkative.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i> Rodents</i>: Encompassing rats, mice, squirrels, and other such animals, Rodents are
not powerful combatants. However, they are almost unmatched at stealth and
sabotage. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 6<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: STR<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d6 Bite (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Stealth, Thievery<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Lesser, Delicate<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gift: Adept, Between the Legs, Fleeting, Greater, Heedless,
Lesser, Lethal, Strafe, Swift, Swimmer, Talkative.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i> Saurus</i>: Encompassing the likes of crocodiles and other legged reptiles, Saurus
animals are hardy, and can fight in either the water or on land. They are
vicious, but tend to be a bit slow.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 4, Swim 5<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: STR<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d8 Bite (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Intimidate, Swim<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Heavy Natural Armour, Gnashing Bite<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Grappling Bite, Grappling Crush,
Greater, Heavy Natural Armour, Lesser, Lethal, Ravenous,<i> </i>Rauisuchian Skeleton, Slam, Swimmer, Threatening, Toppling Slam.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i> Serpentes</i>: Encompassing snakes and other legless reptiles, Serpentes can detect
enemies with great accuracy, and deliver lethal coiling attacks. However, they
tend to be somewhat sluggish on approach. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 4<o:p></o:p></div>
<div class="MsoNormal">
Attack Modifier: INT<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d8 Bite (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Stealth, Survival.<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Scent, Tremorsense.<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Ambush, Envenomed Attacks, Fleeting,
Grappling Bite, Grappling Crush, Greater, Lesser, Lethal, Slam, Solo Hunter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i> Sus</i>: Encompassing pigs, boars, and similar animals, Sus make use of their
stocky size and dense muscle to deliver unsubtle, upfront charging attacks.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 6<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: STR<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d8 Gore (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Endurance.<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Goring Charge, Heedless.<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Bite, Galloping Trample, Goring
Charge, Greater, Hooves and Weight, Lesser, Light Natural Armour, Swift.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i> Ungulates</i>: Encompassing cloven hoofed animals such as horses or yaks, the
Ungulates greatest strength is not through battle, but the ability to carry
heavy loads and walk tirelessly over long periods.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 6<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: CON<o:p></o:p></div>
<div class="MsoNormal">
Attacks: 1d6 Trample (Primary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Endurance, Jump<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Fleeting, Rugged, Tireless.<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Galloping Trample, Goring Charge, Greater,
Heedless, Horns and Tusks, Mount, Lesser.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i> Ursidae</i>: Encompassing the bear family, Ursidae are large, sturdy combatants.
They do their best work at the front line of combat, putting their great size
to good use.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Size: Medium<o:p></o:p></div>
<div class="MsoNormal">
Speed: 6<o:p></o:p></div>
<div class="MsoNormal">
Attack
Modifier: CON<o:p></o:p></div>
<div class="MsoNormal">
Attacks: Bite 1d6 (Primary), 2d6 Claws (Secondary)<o:p></o:p></div>
<div class="MsoNormal">
Skill
Bonuses: Climb, Endurance<o:p></o:p></div>
<div class="MsoNormal">
Free
Totemic Gifts: Greater, Light Natural Armour.<o:p></o:p></div>
<div class="MsoNormal">
Compatible
Totemic Gifts: Adept, Grappling Claw, Grappling Crush,
Greater, Lesser, Light Natural Armour, Ravenous, Scent, Solo Hunter, Thick
Skinned, Threatening.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Totemic Gifts</b> (2<sup>nd</sup> level)<o:p></o:p></div>
<div class="MsoNormal">
The
Totemic spirits that accompany you on your adventures will occasionally see fit
to grant you more of their power. At 2<sup>nd</sup> level and every 6<sup>th</sup>
level thereafter, you can gain new Totemic Gifts from the list below. The
number of Totemic Gifts you can obtain at these levels is equal to your base <st1:place w:st="on"><st1:state w:st="on">WIS</st1:state></st1:place> modifier.<o:p></o:p></div>
<div class="MsoNormal" style="text-indent: 36pt;">
Unless stated otherwise, a Totemic Gift can only be applied to a Totemic
Form once. This does not prevent you from obtaining multiples of the same
Totemic Gift for different Forms.<o:p></o:p></div>
<div class="MsoNormal">
You
can only grant a Totemic Gift to a Form that is eligible for it. You can find
which Forms can accept which Gifts from the Compatible Totemic Gifts entry in
their profile.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Adept</i>: Your melee attacks gain a +2
proficiency bonus.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Ambush</i>: You deal an extra 6 damage with
your melee attacks against surprised targets. This damage rises by 2 at 4<sup>th</sup>
level and every 4<sup>th</sup> level thereafter. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Balanced</i>: You ignore the first 10 feet of
falling damage.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Between the Legs</i>: When you make
an Overrun attack, you can choose not to knock the target prone. Instead, you
can move through the target’s square. You cannot end your movement in the
target’s square. You must finish your movement in a straight line, as per a
normal Overrun attack. You do not provoke opportunity attacks for any movement
after you pass the target. You must be Small or smaller to take this Totemic
Gift.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Bite</i>: You gain a 1d6 Bite (Secondary)
attack.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Blindsense</i>: You can sense targets within 10
squares of your position without the use of sight. You gain a +4 bonus to Perception
checks, and targets that are completely obscured from your view only gain
concealment instead of total concealment and invisibility. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Delicate</i>: You can manipulate objects as
if you had opposable thumbs, and can perform actions that require them, such as
opening doors or picking locks.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Envenomed Attacks</i>: Your Bite,
Claw and Stinger attacks deal Ongoing 2 Poison damage. This damage rises by 2
at 6<sup>th</sup> level and every 6<sup>th</sup> level thereafter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Fleeting</i>: You only deal ½ of your damage
modifier for melee attacks. You increase the speed of all of your movement
modes by 2. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Galloping Trample</i>: When hit a
creature with an Overrun attack, the creature suffers damage as if you had hit
it with a Trample attack. At 12<sup>th</sup> level and every 12<sup>th</sup>
level thereafter, the damage of this effect rises by one damage die.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Gills</i>: You can breathe freely
underwater.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Gnashing Bite</i>: When you hit
a target with your Bite, the target suffers an additional 1d4 bleed damage.
This damage rises by 2 at 6<sup>th</sup> level and every 6<sup>th</sup> level
thereafter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Goring Charge</i>: Your charge
attacks with your Gore natural weapon deal an additional 4 points of damage.
This damage rises by 2 at 6<sup>th</sup> level and every 6<sup>th</sup> level
thereafter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Grappling Bite</i>: When you hit
a target with a Bite attack, you can choose to make a Grapple attack as a free
action. If you succeed this grapple attack, you cannot use your Bite attack,
but you may attack freely with your other natural weapons.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Grappling Claw</i>: When you hit
a target with a Claw attack, you can choose to make a Grapple attack as a free
action. If you succeed this grapple attack, you cannot use your Claw attack,
but you may attack freely with your other natural weapons..<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Grappling Crush</i>: While you
grapple a creature, it suffers Ongoing damage equal to your STR modifier.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Greater</i>: Your size is increased by one
category. You gain temporary Hit Points equal to ½ of your bloodied value.
These Hit Points can only be obtained once per encounter, multiple
transformations in the same encounter will not grant more. Your STR and CON
ability scores are increased by 4. Your damage die are increased by one size.
You gain a -1 penalty to AC against creatures smaller than you. You suffer a -4
penalty to Reflex, and a -6 penalty to Escape Artist and Stealth checks. You
can apply this Gift to one Form a maximum of 2 times. Its effects are
cumulative.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Heavy Natural Armour</i>: You gain a +3 bonus to AC. This Gift can be taken once per tier.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Heedless</i>: You gain a +2 bonus to AC
against opportunity attacks.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Hooves and Weight</i>: You gain a
1d6 Trample (Secondary) attack.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Horns and Tusks</i>: You gain a
1d8 Gore (Secondary) attack. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Lesser</i>: Your size is reduced by one
category. You suffer temporary damage equal to ½ of your bloodied value. This
damage ends when you revert to your humanoid form or any other Totemic Form.
Your STR and CON ability scores are reduced by 4. Your damage die are reduced
by one size. You gain a +1 bonus to AC against creatures bigger than you. You
gain a +4 bonus to Reflex, and a +6 bonus to Escape Artist and Stealth checks.
You can apply this Gift to one Form a maximum of 3 times. Its effects are
cumulative.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Lethal</i>: You add your DEX modifier to
melee attack rolls.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Light Natural Armour</i>: You gain a +1 bonus to AC. This Gift can be taken once per tier.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Longsighted</i>: You suffer no penalty to
Perception checks to see detail up to a mile away.<br />
<br />
<o:p></o:p></div>
<div class="MsoNormal">
<i>Many Legged</i>: You have more than four legs. You
gain a land speed of 4 if you did not have a land speed. You can make an
immediate saving throw against attacks that knock you prone to avoid being
knocked prone.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Medium Natural Armour</i>: You gain a +2 bonus to AC. This Gift can be taken once per tier.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Mount</i>: You can be ridden as a mount
for another creature, so long as you are at least one size larger than it.
Assuming you can understand your rider, the rider does not have to make Ride
checks to control you, although they must still use their Ride skill to prevent
damage if they fall. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Pack Hunter</i>: Whilst adjacent to an ally,
your melee attacks deal 2 additional damage. This damage rises by 2 at 6<sup>th</sup>
level and every 6<sup>th</sup> level thereafter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Rake</i>: When you hit a target with your
Claw attack, the target suffers an additional 1d4 bleed damage. This damage
rises by 2 at 6<sup>th</sup> level and every 6<sup>th</sup> level thereafter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Rauisuchian Skeleton</i>: You lose any Swim speed you had. Your speed rises by 2, and you gain a
+1 bonus to AC. This Gift cannot be used with the Swimmer Totemic Gift.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Ravenous</i>: Your melee attacks deal
additional damage equal to your STR modifier against prone targets.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Rugged</i>: The length of time you can
travel over a long period of time before you make an Endurance check is
doubled.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Scent</i>: You can detect unseen creatures
within 10 squares of your position, but only if they give off a scent. You gain
a +4 bonus to Perception checks, and a +4 bonus to Survival checks to track
targets you can smell.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Slam</i>: You gain a 1d8 Slam (Secondary)
attack.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Solo Hunter</i>: Whilst adjacent to only one
creature, your melee attacks deal 2 additional damage. This damage rises by 2
at 6<sup>th</sup> level and every 6<sup>th</sup> level thereafter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Stinger</i>: You gain a 1d8 Stinger
(Secondary) attack.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Strafe</i>: When you charge a target, you
do not provoke opportunity attacks from that target for movement until the end
of your turn. In addition, if you have any remaining movement left from your
charge action, you can use them to move normally. You do not have to keep
travelling in a straight line.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Swift</i>: Whilst charging or running, you
gain a +2 bonus to speed.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Swimmer</i>: You gain Swim equal to ½ your
speed. You can take this Gift multiple times on the same Totemic Form. Each one
after the first, or if you already have a Swim speed, increases your Swim speed
by 2.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Talkative</i>: You can now speak any languages
you know.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Think Skinned</i>: Your melee
attacks gain the Invigorating keyword.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Threatening</i>: You can choose to Mark targets
you hit or miss with melee attacks.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Tireless</i>: Your drag and maximum load
values are doubled. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Toppling Slam</i>: When you hit
a target with your Slam attack, you can choose to knock the target prone.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<i>Tremorsense</i>: You can detect unseen creatures
within 10 squares of your position, but only as long as your and the target are
on the ground. You gain a +4 bonus to Perception checks.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Spirits of the Cult</b> (4<sup>th</sup> level)<o:p></o:p></div>
<div class="MsoNormal">
You
choose one Greater Spirit to venerate as your patron. You gain the powers and
bonuses from your Greater Spirit at 4<sup>th</sup> level and every 6<sup>th</sup>
level thereafter. Once this choice has been made, it cannot be changed.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Totemic Beacon</b> (6<sup>th</sup> level)<o:p></o:p></div>
<div class="MsoNormal">
Your
continued use of the base, natural forces has resulted in a greater following
of Totem animals that follow in your wake. At 6<sup>th</sup> level and every 6<sup>th</sup>
level thereafter, you can choose another Totemic Form to transform into. When
you obtain a new Totemic Form, you also gain two additional Totemic Gifts for
that Form. These Gifts cannot be used to upgrade your existing Totemic Forms,
they can only be used for your recently acquired one.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Spiritual Embodiment</b> (8<sup>th</sup> level)<o:p></o:p></div>
<div class="MsoNormal">
Your
humanoid form begins to take on aspects of your Totemic Forms. At 8<sup>th</sup>
level and every 6<sup>th</sup> level thereafter, choose one Totemic Gift you
possess from any one of your Totemic Forms. You gain the use of this Totemic
Gift in your humanoid form. Unlike Totemic Forms, your humanoid form does not
subscribe to a list of compatible Gifts, and may take any Gift from any form,
with the following exceptions; you can only take the Greater and Lesser Totemic
Gifts once. You cannot take the Rauisuchian Skeleton Gift.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
________________________________</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
</div>
<div>
<u>Totemic</u></div>
<div>
<u><br /></u><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<b id="internal-source-marker_0.3328056219033897"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="font-size: 16px; font-style: italic; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">“Oh surrounded am I? You have no idea who you are dealing with... ...RRRRRRRRRAAAAAR!”</span></b><br />
<b><span style="font-size: 16px; font-style: italic; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></div>
<b id="internal-source-marker_0.3328056219033897">
<span style="font-size: 16px; font-style: italic; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></b><br />
<div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<b id="internal-source-marker_0.3328056219033897"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>T<span style="font-family: Times, 'Times New Roman', serif;">otemics are members of druidic sects that focus upon their connection not just to world, but very specifically to the creatures that live within it. Within Totemics there are those who focus upon an individual creature and worship it as well as those who worship all of the animals equally.</span></span></b></div>
<b id="internal-source-marker_0.3328056219033897"><span style="font-family: Times, 'Times New Roman', serif;">
</span></b><br />
<div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<b id="internal-source-marker_0.3328056219033897"><span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span>The primary skill that Totemics are sought out for in adventuring parties is that of their ability to shape shift at will into animal forms by drawing on the Totem Spirits of the animals that share their environment. Many an enemy of the wild has come up against a Totemic, thinking them to be a simple hermit only to be impaled by the horns of a charging buffalo or ripped apart by the claws of a lion.</span></b></div>
<b id="internal-source-marker_0.3328056219033897"><span style="font-family: Times, 'Times New Roman', serif;">
<span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Class Traits</span></div>
<ul>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Role</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">: Varies. Depending upon the forms chosen by a Totemic, they can fulfil many different roles within a party.</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Alignment</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">: True Neutral. Those who stray from this path lose their connection to nature and with that their ability to take on nature’s forms.</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Power Source:</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Primal</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Key Abilities:</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Wisdom, Constitution </span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Armour Proficiencies: </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">None</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Weapon Proficiencies: </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Simple Melee, Simple Ranged</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Bonuses to Defence:</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> +2 Will</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hit Points at </span><span style="font-size: 10px; font-weight: bold; text-decoration: none; vertical-align: super; white-space: pre-wrap;">1st</span><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level:</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> 2d6 + Constitution Score</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hit Points per level gained:</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> d6 + Constitution modifier</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Healing Surges per day: </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">10 + Constitution Modifier</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Skill Points at 1</span><span style="font-size: 10px; font-weight: bold; text-decoration: none; vertical-align: super; white-space: pre-wrap;">st</span><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level: </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(4 + Intelligence Modifier) x4</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Skill Points per level: </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4 + Intelligence Modifier</span></span></div>
</li>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Class Skills: </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Stealth, Survival, Swim, Linguistics</span></span></div>
</li>
</ul>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;">Class Features</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: underline; vertical-align: baseline; white-space: pre-wrap;"></span><ul>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Transformation </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(1</span><span style="font-size: 10px; text-decoration: none; vertical-align: super; white-space: pre-wrap;">st</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level)</span></span></div>
</li>
</ul>
<div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Totemics may transform into an animal form that they have unlocked At Will as a Standard Action.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">It is assumed that all of their equipment melds into the new form as long as it is stowed upon their person and not held. Anything held in the Totemic’s hands is assumed to be dropped unless the animal has Opposable Thumbs. Magical equipment does not work whilst in animal form with the exception of rings, amulets, ioun stones and items that specifically state in their description that Totemics can make use of them in animal form.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Whilst in an animal form, Totemics may transform back into their standard form At Will as a Standard Action.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If reduced to below zero hit points whilst in animal form, a Totemic is assumed to instantly transform (taking damage if insufficient room or potentially drowning underwater) upon hitting zero and will die upon reaching half of their Humanoid health total below zero as normal.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Damage is retained during transformations, and if switching form would reduce you to zero hit points or lower, you are considered to be at 1 hit point after doing so.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Despite animal forms being listed as having an Intelligence Score, the Totemic’s Intelligence Score is use for all checks that require it as their mind remains the same during transformation. The Intelligence Score listed for the animal is purely used to calculate their Skill Points, which are equal to twice their Intelligence Score at first level and increase by their Intelligence Modifier +2 each level thereafter.</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><ul>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Totem Points </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(1</span><span style="font-size: 10px; text-decoration: none; vertical-align: super; white-space: pre-wrap;">st</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level)</span></span></div>
</li>
</ul>
<div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Totemics begin at Level 1 with Totem Points equal to 2 plus half their Wisdom Score. At every Even Level from that point on that the Totemic levels up, they gain a number of Totem Points at each level starting with the first equal to 2 plus their Wisdom Modifier. Each time they level up, they may spend these points to buy new forms or upgrade existing ones.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">At First Level, a Totemic must choose a Realm and from then on she may spend 5 Totem Points in order to unlock a new form from that realm.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Temperate Realm</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="121"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Brown Bear</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Eagle</span></div>
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<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Adder</span></div>
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<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Rat</span></div>
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<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Wolf</span></div>
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<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Boar</span></div>
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<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Otter</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Jungle Realm</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="79"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Tiger</span></div>
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<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Parrot</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Viper</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Coypu</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Leopard</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Ape</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Anaconda</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Savannah Realm</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="109"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Lion</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Vulture</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Rattlesnake</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Mongoose</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Cheetah</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Warthog</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hippopotamus</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Desert Realm</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="121"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Monitor Lizard</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Falcon</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Cobra</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Meerkat</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Fennec</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Camel</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Crocodile</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Tundra Realm</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="121"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Polar Bear</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Owl</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Walrus</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Arctic Hare</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Snow Leopard</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">White Fox</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Leopard Seal</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Mountain Realm</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="102"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Cougar</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Condor</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Ibex</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Marten</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Marmot</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Yak</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Wolverine</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Aquatic Realm</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="82"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Shark</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Albatross</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Sea Snake</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Octopus</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Crab</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Swordfish</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: justify;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Dolphin</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Alternatively points may be spent on purchasing stat upgrades for an individual existing form based on based on the following table. The upgrades do not stack and the prior level must have been purchased in order to progress along the table from left to right:</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="100"></col><col width="82"></col><col width="78"></col><col width="78"></col><col width="78"></col><col width="78"></col><col width="73"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1 Point</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">2 Points</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3 Points</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4 Points</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">5 Points</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">6 Points</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Strength</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">6</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">7</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">9</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Constitution</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">6</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">7</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">9</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Dexterity</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">6</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">7</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">9</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Intelligence</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">2</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">5</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">6</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Wisdom</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">2</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">5</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">6</span></div>
</td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Charisma</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">1</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">2</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">4</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">5</span></div>
</td><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: top;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">6</span></div>
</td></tr>
</tbody></table>
</div>
<span style="font-family: Times, 'Times New Roman', serif;"><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><br /><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><ul>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Form Progression</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> (1</span><span style="font-size: 10px; text-decoration: none; vertical-align: super; white-space: pre-wrap;">st</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level)</span></span></div>
</li>
</ul>
<div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Animal forms add the Totemic’s half level to all defences and use the intelligence score on their listing for calculating skill points. In addition animal forms gain hit points based on their Hit Dice and Constitution as any other character would with levels with the exception of first level, when they gain the maximum that they could roll on their hit die automatically.</span></div>
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span></span><div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">With regard to attack progression in creatures with multiple types of attack, the attack that progresses is whichever is mentioned in the creature’s special ability. If both or neither, then the player chooses upon purchasing the form which attack will progress with levels.</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><ul>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Heightened Senses</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> (1</span><span style="font-size: 10px; text-decoration: none; vertical-align: super; white-space: pre-wrap;">st</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level)</span></span></div>
</li>
</ul>
<div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Whilst in animal forms, a Totemic can use senses that otherwise might not be as sharp in humanoids or even unavailable altogether. A shark for example is able to detect blood from miles away in water when an elf would have absolutely no inkling whatsoever of this.</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><ul>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Commune with Nature </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(3</span><span style="font-size: 10px; text-decoration: none; vertical-align: super; white-space: pre-wrap;">rd</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level)</span></span></div>
</li>
</ul>
<div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">When in an animal form that the DM considers similar enough (wolves can talk to dogs etc.), the Totemic may talk to wild or domesticated animals as if they were an NPC. This requires a Linguistics roll, DC 15, if the animal is not from the Totemic’s realm or if the DM rules that a particularly spurious link is made.</span></div>
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"></span><ul>
<li style="font-size: 16px; font-weight: normal; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: Times, 'Times New Roman', serif;"><span style="font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Realm Affinity </span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">(5</span><span style="font-size: 10px; text-decoration: none; vertical-align: super; white-space: pre-wrap;">th</span><span style="text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> level)</span></span></div>
</li>
</ul>
<div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The Totemic may spend a healing surge as a free action once per encounter when within their chosen realm.</span></div>
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<span style="font-family: Times, 'Times New Roman', serif; font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span></div>
<div dir="ltr" style="margin-bottom: 0pt; margin-left: 18pt; margin-top: 0pt; text-indent: 18pt;">
<span style="font-size: 16px; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">
</span></div>
<div>
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<h1 dir="ltr">
<b id="internal-source-marker_0.32665356481447816">
<span style="color: #365f91; font-family: Cambria; font-size: 19px; text-decoration: none; vertical-align: baseline;">Totemic Animal Forms</span></b></h1>
<b id="internal-source-marker_0.32665356481447816">
<span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"></span><br /><span style="font-family: Calibri; font-size: 11px; text-decoration: none; vertical-align: baseline;">Temperate Realm</span></b><br />
<div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="121"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.54731a6e0425"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Brown Bear</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.aa5346458ba9"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Eagle</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.2cb87fe722f7"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Adder</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.046d77fdf146"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Rat</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.0b5765fcd1cc"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Wolf</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.7413f490dd30"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Boar</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.fc870f221bc4"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Otter</span></a></td></tr>
</tbody></table>
</div>
<b id="internal-source-marker_0.32665356481447816">
<br /><a href="http://www.blogger.com/#_Otter"><span style="color: blue; font-family: Calibri; font-size: 11px; font-weight: normal; vertical-align: baseline;"></span></a><br /><span style="font-family: Calibri; font-size: 11px; text-decoration: none; vertical-align: baseline;">Jungle Realm</span></b><br />
<div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="68"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.6fe78a3f222b"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Tiger</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.77d27dcb7e6f"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Parrot</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.730a3a07a383"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Viper</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.f54a8016d355"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Coypu</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.429994bda1e1"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Leopard</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.9dbc4d2bde16"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Ape</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.455ff130ec21"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Anaconda</span></a></td></tr>
</tbody></table>
</div>
<b id="internal-source-marker_0.32665356481447816">
<br /><a href="http://www.blogger.com/#_Anaconda"><span style="color: blue; font-family: Calibri; font-size: 11px; font-weight: normal; vertical-align: baseline;"></span></a><br /><span style="font-family: Calibri; font-size: 11px; text-decoration: none; vertical-align: baseline;">Savannah Realm</span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="82"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.aa9ecd05aa3c"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Lion</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.3965f8fd26e2"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Vulture</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.27de1743a296"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Rattlesnake</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.d60f4e1548ae"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Mongoose</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.e233cf26cdfb"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Cheetah</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.8a8fccfbef3c"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Warthog</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.97fd35da43f6"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Hippopotamus</span></a></td></tr>
</tbody></table>
</div>
<br /><a href="http://www.blogger.com/#_Hippopotamus"><span style="color: blue; font-family: Calibri; font-size: 11px; font-weight: normal; vertical-align: baseline;"></span></a><br /><span style="font-family: Calibri; font-size: 11px; text-decoration: none; vertical-align: baseline;">Desert Realm</span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="121"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.0ae1e79b8ccf"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Monitor Lizard</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.5598f5d9322a"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Falcon</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.98121b2f571a"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Cobra</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.8c62581103ec"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Meerkat</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.7aa936dab899"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Fennec</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.69aa5a4bb7f6"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Camel</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.8ac614d09e70"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Crocodile</span></a></td></tr>
</tbody></table>
</div>
<br /><a href="http://www.blogger.com/#_Crocodile"><span style="color: blue; font-family: Calibri; font-size: 11px; font-weight: normal; vertical-align: baseline;"></span></a><br /><span style="font-family: Calibri; font-size: 11px; text-decoration: none; vertical-align: baseline;">Tundra Realm</span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="121"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.d9b6308b5ff2"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Polar Bear</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.296ec4f5af92"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Owl</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.318eb927b4b6"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Walrus</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.9d17b7a3a889"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Arctic Hare</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.4fcfe706ea8f"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Snow Leopard</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.0b7589e46df6"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">White Fox</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.c7f08edfa9bf"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Leopard Seal</span></a></td></tr>
</tbody></table>
</div>
<br /><a href="http://www.blogger.com/#_Leopard_Seal"><span style="color: blue; font-family: Calibri; font-size: 11px; font-weight: normal; vertical-align: baseline;"></span></a><br /><span style="font-family: Calibri; font-size: 11px; text-decoration: none; vertical-align: baseline;">Mountain Realm</span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="102"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.93f853b3a830"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Cougar</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.94b89ec24d37"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Condor</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.b863d1397b5b"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Ibex</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.31d1e03376ce"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Marten</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.6482767dcd33"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Marmot</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.d2d47e6bc59d"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Yak</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.c635572f3f5b"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Wolverine</span></a></td></tr>
</tbody></table>
</div>
<br /><a href="http://www.blogger.com/#_Wolverine"><span style="color: blue; font-family: Calibri; font-size: 11px; font-weight: normal; vertical-align: baseline;"></span></a><br /><span style="font-family: Calibri; font-size: 11px; text-decoration: none; vertical-align: baseline;">Aquatic Realm</span><div dir="ltr">
<table style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-image: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><colgroup><col width="82"></col></colgroup><tbody>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.bed59c5596c1"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Shark</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.74e7210138b3"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Albatross</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.642e6e6fc3fa"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Sea Snake</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.63862211c1ad"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Octopus</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.419f4787a7a3"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Crab</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.063014c9399c"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Swordfish</span></a></td></tr>
<tr style="height: 0px;"><td style="border-bottom-color: rgb(170, 170, 170); border-bottom-style: dotted; border-bottom-width: 1px; border-image: initial; border-left-color: rgb(170, 170, 170); border-left-style: dotted; border-left-width: 1px; border-right-color: rgb(170, 170, 170); border-right-style: dotted; border-right-width: 1px; border-top-color: rgb(170, 170, 170); border-top-style: dotted; border-top-width: 1px; padding-bottom: 0px; padding-left: 7px; padding-right: 7px; padding-top: 0px; vertical-align: top;"><a href="https://docs.google.com/document/d/1hAZNGvAEf5-CJlUIV4Z1qmHe2h8ERisSZ4LDkknKSk4/edit#bookmark=id.2bd356aa777c"><span style="color: blue; font-family: Calibri; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;">Dolphin</span></a></td></tr>
</tbody></table>
</div>
<br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Brown Bear</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Strength: 22, Constitution: 20, Dexterity: 12, Intelligence: 6, Wisdom: 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">5</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 21, Reflex 11, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: 1/</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6), Claws x2 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grab: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a bear hits with its claw attack, it can attempt a Grapple as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence Score x2 divided between: Climb, Endurance, Intimidate, Perception, Swim, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Boar</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 18, Constitution: 20, Dexterity: 9, Intelligence: 7, Wisdom: 10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6, 8 when charging</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 19, Reflex 10, Will 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Points: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">26</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Gore (3D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Charge: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">When charging, a boar gains a +4 bonus to its damage roll.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Perception, Sense Motive, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Cougar</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 18, Constitution: 16, Dexterity: 18, Intelligence: 12, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">7 </span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 17, Fortitude 17, Reflex 14, Will 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6), Claws x2 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a cougar hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Climb, Intimidate, Jump, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Crocodile</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 20, Constitution: 18, Dexterity: 8, Intelligence: 4, Wisdom: 12, Charisma: 4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">4, 8 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Natural Armour: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">+6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 20, Fortitude 19, Reflex 9, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (3D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grip: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a crocodile hits with its bite attack, it can attempt a Grapple as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Tiger</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 20, Constitution: 18, Dexterity: 18, Intelligence: 10, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 19, Reflex 14, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6), Claws x2 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a tiger hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Swim, Intimidate, Jump, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Lion</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 20, Constitution: 18, Dexterity: 18, Intelligence: 9, Wisdom: 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: 6</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 19, Reflex 14, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: 1</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6), Claws x2 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a lion hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Jump, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Polar Bear</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Strength: 24, Constitution: 20, Dexterity: 12, Intelligence: 6, Wisdom: 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6, 4 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 22, Reflex 11, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6), Claws x2 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grab: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a bear hits with its claw attack, it can attempt a Grapple as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence Score x2 divided between: Climb, Endurance, Intimidate, Perception, Swim, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Leopard </span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 18, Constitution: 16, Dexterity: 18, Intelligence: 14, Wisdom: 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 14, Reflex 16, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8), Claws x2 (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a leopard hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Climb, Intimidate, Jump, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Snow Leopard </span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 17, Constitution: 16, Dexterity: 18, Intelligence: 13, Wisdom: 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">8 </span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 13, Reflex 16, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8), Claws x2 (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a snow leopard hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Jump, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Jaguar</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 19, Constitution: 17, Dexterity: 18, Intelligence: 10, Wisdom: 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">7</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 17, Reflex 14, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> 1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6), Claws x2 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a jaguar hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Climb, Swim, Intimidate, Jump, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Cheetah</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 16, Constitution: 14, Dexterity: 19, Intelligence: 10, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">8, 12 when running or charging</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 13, Reflex 17, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8), Claws x2 (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grab: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a cheetah hits with its claw attack, it can attempt a Grapple as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Intimidate, Jump, Perception.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Warthog</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 19, Constitution: 21, Dexterity: 9, Intelligence: 4, Wisdom: 10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6, 8 when charging</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 19, Reflex 10, Will 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Gore (3D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Charge: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">When charging, a warthog gains a +4 bonus to its damage roll.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Perception, Sense Motive, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Anaconda</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 26, Constitution: 18, Dexterity: 10, Intelligence: 4, Wisdom: 12, Charisma: 4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">4, 5 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 22, Reflex 10, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grip: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If an anaconda hits with its bite attack, it can attempt a Grapple as a free action. </span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Yak</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 20, Constitution: 22, Dexterity: 9, Intelligence: 3, Wisdom: 10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">5, 7 when charging</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 21, Reflex 10, Will 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Gore (3D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Charge: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">When charging, a yak gains a +4 bonus to its damage roll.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Perception, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Hippopotamus</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 22, Constitution: 24, Dexterity: 7, Intelligence: 3, Wisdom: 10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6, 6 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 23, Reflex 9, Will 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (3D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Huge Teeth: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">All damage done by the hippopotamus’ bite attack is considered to be Bleeding damage.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Perception, Sense Motive, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Eagle</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 8, Constitution: 10, Dexterity: 18, Intelligence: 12, Wisdom: 18</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">2, 11 when flying</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 10, Reflex 18, Will 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6), Claws x2 (1D4)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit and Run: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">An eagle can attack at any point along their movement when flying and finish the move afterwards.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Fly, Intimidate, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Owl</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 7, Constitution: 10, Dexterity: 18, Intelligence: 12, Wisdom: 22</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">2, 11 when flying</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 10, Reflex 20, Will 18</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D4), Claws x2 (1D3)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit and Run: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">An owl can attack at any point along their movement when flying and finish the move afterwards.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Fly, Stealth, Perception, Sense Motive.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Parrot</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 4, Constitution: 10, Dexterity: 20, Intelligence: 12, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">2, 10 when flying</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 10, Reflex 17, Will 6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D3), Claws x2 (1D2)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speak: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">A parrot can speak any words that have recently been used without using a linguistics check. Otherwise, a Linguistics check must be made to speak.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Fly, Linguistics, Bluff, Perception, Sense Motive, Thievery.</span><br /><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"></span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Vulture</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 4, Constitution: 10, Dexterity: 20, Intelligence: 12, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">2, 10 when flying</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 10, Reflex 17, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D4), Claws x2 (1D3)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Sleep Flying: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Vultures are considered to have double their usual speed for the purposes of long distance travel.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Fly, Endurance, Intimidate, Perception, Sense Motive, Craft (Basic Tools).</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Condor</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 8, Constitution: 16, Dexterity: 16, Intelligence: 9, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">2, 10 when flying</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 10, Reflex 13, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6), Claws x2 (1D4)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Sleep Flying: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Condors are considered to have double their usual speed for the purposes of long distance travel.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Fly, Endurance, Intimidate, Perception, Sense Motive.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Albatross</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 14, Dexterity: 16, Intelligence: 12, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1, 10 when flying</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 10, Reflex 13, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D4), Claws x2 (1D3)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Sleep Flying: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Albatrosses are considered to have double their usual speed for the purposes of long distance travel.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Fly, Endurance, Swim, Perception.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Falcon</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 10, Dexterity: 22, Intelligence: 12, Wisdom: 18</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1, 12 when flying</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 17, Fortitude 10, Reflex 20, Will 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D4), Claws x2 (1D3)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit and Run: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">A falcon can attack at any point along their movement when flying and finish the move afterwards.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Fly, Perception, Acrobatics, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Ape</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 18, Constitution: 16, Dexterity: 16, Intelligence: 14, Wisdom: 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 17, Reflex 13, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6), Fists x2 (1D4)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Opposable Thumbs: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">An ape is considered to have Simple Melee Weapon Proficiency and can use weapons and tools designed for humanoids.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Perception, Acrobatics, Stealth, Jump, Climb, Thievery, Craft (Basic Tools), Ride.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Rat</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 4, Constitution: 10, Dexterity: 22, Intelligence: 16, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 19, Fortitude 10, Reflex 18, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> 1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D3), Claws x2 (1D2)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Disease: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">A rat is considered to be immune to disease, but can still carry them once caught and pass them on to others. A Totemic who carries a disease whilst in rat form must be exposed to it as a humanoid in order to risk catching it. </span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Perception, Stealth, Jump, Climb, Thievery, Swim, Escape Artist.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Otter</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 12, Dexterity: 20, Intelligence: 16, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">5, 7 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 11, Reflex 17, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D4), Claws x2 (1D2)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> An otter may burrow into the ground at a speed of 1 foot per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Perception, Stealth, Thievery, Swim, Craft (Basic Tools), Escape Artist.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Adder</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 10, Dexterity: 20, Intelligence: 10, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 10, Reflex 18, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Venom: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite attacks by an adder do 1D6 ongoing poison damage per turn (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Viper</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 10, Dexterity: 19, Intelligence: 10, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 10, Reflex 16, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Venom: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite attacks by a viper do 1D8 ongoing poison damage per turn (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Perception, Stealth, Swim, Climb.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Cobra</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 8, Constitution: 12, Dexterity: 18, Intelligence: 8, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 10, Reflex 14, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Venom: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite attacks by a cobra do 1D8 ongoing poison damage per turn (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Intimidate, Perception, Stealth, Endurance.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Sea Snake</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 8, Constitution: 12, Dexterity: 18, Intelligence: 8, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1, 6 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 10, Reflex 14, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Venom: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite attacks by a sea snake do 1D8 ongoing poison damage per turn (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Wolf</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 17, Constitution: 16, Dexterity: 14, Intelligence: 14, Wisdom: 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">8 </span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 16, Reflex 12, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a wolf hits with a bite attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Jump, Perception, Stealth, Sense Motive, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Rattlesnake</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 10, Dexterity: 18, Intelligence: 9, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 10, Reflex 16, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Venom: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite attacks by a rattlesnake do 1D8 ongoing poison damage per turn (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Intimidate, Perception, Stealth, Endurance.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Ibex</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 16, Constitution: 14, Dexterity: 14, Intelligence: 5, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">8, 10 when charging</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 15, Reflex 12, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Gore (2D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Charge: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">When charging, an ibex gains a +4 bonus to its damage roll.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Climb, Perception.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">White Fox</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 10, Constitution: 10, Dexterity: 18, Intelligence: 15, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">7</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 16, Fortitude 10, Reflex 17, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A white fox may burrow into the ground at a speed of 1 foot per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Jump, Perception, Stealth, Thievery, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Arctic Hare</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 8, Constitution: 10, Dexterity: 20, Intelligence: 8, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">9</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 10, Reflex 18, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D4)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> An arctic hare may burrow into the ground at a speed of 2 feet per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Jump, Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Marmot</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 10, Dexterity: 20, Intelligence: 8, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">5</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 10, Reflex 18, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6), Claws (1D4)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A marmot may burrow into the ground at a speed of 2 feet per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Marten</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 11, Constitution: 10, Dexterity: 20, Intelligence: 15, Wisdom: 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">7</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 17, Fortitude 10, Reflex 16, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6), Claws (1D4)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A marten may burrow into the ground at a speed of 1 foot per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Jump, Perception, Stealth, Climb, Thievery, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Wolverine</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 18, Constitution: 17, Dexterity: 14, Intelligence: 11, Wisdom: 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">5</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 17, Reflex 12, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8), Claws x2 (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a wolverine hits with a bite or a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Intimidate, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Fennec</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 8, Constitution: 10, Dexterity: 18, Intelligence: 12, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">7</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 10, Reflex 17, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A fennec may burrow into the ground at a speed of 1 foot per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Jump, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Coypu</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 12, Dexterity: 20, Intelligence: 8, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">5, 4 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 11, Reflex 18, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A coypu may burrow into the ground at a speed of 2 feet per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Mongoose</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 6, Constitution: 10, Dexterity: 22, Intelligence: 14, Wisdom: 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 10, Reflex 17, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Counter Attack:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A mongoose missed by an attack may attempt to bite as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Jump, Perception, Stealth, Climb, Escape Artist. </span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Meerkat</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 4, Constitution: 10, Dexterity: 22, Intelligence: 14, Wisdom: 16</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Tiny</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 10, Reflex 19, Will 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D4</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Alert:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A meerkat has a Passive Perception score equal to 1.5 times usual.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Jump, Perception, Stealth, Climb, Thievery, Escape Artist. </span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Monitor Lizard</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 12, Constitution: 16, Dexterity: 18, Intelligence: 8, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">5</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 17, Fortitude 14, Reflex 14, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (1D6), Claws (1D4)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Burrow:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> A lizard may burrow into the ground at a speed of 1 feet per round.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Leopard Seal</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 16, Constitution: 14, Dexterity: 14, Intelligence: 9, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">2, 8 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 15, Reflex 12, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grip:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> If a leopard seal hits with its bite attack, it can attempt a Grapple as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Stealth, Swim, Perception, Intimidate.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Walrus</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 19, Constitution: 22, Dexterity: 8, Intelligence: 4, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1, 6 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 15, Fortitude 20, Reflex 9, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Gore (3D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Pin:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> If a walrus hits with its gore attack, it can attempt a Grapple as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Swim, Perception, Intimidate.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Shark</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 26, Constitution: 24, Dexterity: 12, Intelligence: 3, Wisdom: 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Huge</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">0, 7 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 25, Reflex 11, Will 13</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (4D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Rend: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">If a shark hits with a bite attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Swim, Intimidate, Perception, Stealth, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Swordfish</span></h2>
<span style="font-family: Calibri; font-size: 13px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 13px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 20, Constitution: 17, Dexterity: 18, Intelligence: 6, Wisdom: 10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">0, 10 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 17, Fortitude 18, Reflex 14, Will 12</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Spear (3D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Charge: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">When charging, a swordfish gains a +4 bonus to its damage roll.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Intimidate, Perception, Stealth.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Crab</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 14, Constitution: 16, Dexterity: 18, Intelligence: 3, Wisdom: 7</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Small</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">4, 4 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Natural Armour:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> +6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 23, Fortitude 14, Reflex 14, Will 11</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D6</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Pincers x2 (1D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grip:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> If a crab hits with a pincer attack, it can attempt a Grapple as a free action.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Perception, Stealth, Swim.</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Octopus</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Strength: 20, Constitution: 16, Dexterity: 18, Intelligence: 16, Wisdom: 8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Large (Small for squeezing through gaps)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1, 5 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 18, Fortitude 18, Reflex 14, Will 11</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Arms x8 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Grab:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> If an octopus hits with an arm attack, it can attempt a Grapple as a free action. It requires the use of one arm in order to maintain a grapple and may continue to use the others whilst grappling as normal.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence Score x2 divided between: Climb, Intimidate, Perception, Stealth, Thievery, Swim, Craft (Basic Tools)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Dolphin</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Strength: 14 Constitution: 16, Dexterity: 20, Intelligence: 18, Wisdom: 15</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Medium</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">0, 8 when swimming</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 19, Fortitude 13, Reflex 17, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D8</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Bite (2D6)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Click:</span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;"> Dolphins may choose to take a -5 penalty to any Stealth checks that they are required to take that round in exchange for receiving the Blindsense ability.</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence Score x2 divided between: Swim, Perception, Jump, Stealth, Acrobatics, Ride (works in reverse)</span><br /><h2 dir="ltr">
<span style="color: #4f81bd; font-family: Cambria; font-size: 17px; text-decoration: none; vertical-align: baseline;">Camel</span></h2>
<span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Ability Scores: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Strength: 18, Constitution: 20, Dexterity: 8, Intelligence: 5, Wisdom: 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Size: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Large</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Speed: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">7</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Vision: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Low-light</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defence Type: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Defences: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">AC 14, Fortitude 19, Reflex 9, Will 14</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Hit Dice: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">D10</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Attack Bonus: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">1/2 Totemic level + Strength Modifier + Dexterity Modifier</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Damage: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Kick x2 (1D8)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Spit: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">A camel can spit in the eyes of its opponent with a successful ranged attack roll based off Strength with a range increment equal to its Strength Modifier. On a hit, the opponent is Blinded (Save Ends)</span><br /><span style="font-family: Calibri; font-size: 15px; text-decoration: none; vertical-align: baseline;">Skills: </span><span style="font-family: Calibri; font-size: 15px; font-weight: normal; text-decoration: none; vertical-align: baseline;">Intelligence score x2. Endurance, Perception, Ride (works in reverse)</span></b></div>
</b></div>
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[Credit to Paizo and el-grimlock.deviantart.com for the picture]</div>
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<br /></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-11085751242435800802011-12-19T07:07:00.000-08:002011-12-19T15:17:50.046-08:00Shadow Classes: Faustian<div class="Body1" style="mso-outline-level: 1; text-align: justify; text-indent: 36.0pt;">
<b><u><span style="font-family: Castellar; font-size: 14pt;">Faustian<o:p></o:p></span></u></b></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; text-align: justify; text-indent: 36.0pt;">
<a href="http://images.elfwood.com/art/t/h/thieljoe/hexe_summons_urian_sized.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://images.elfwood.com/art/t/h/thieljoe/hexe_summons_urian_sized.jpg" width="207" /></a> “<span class="apple-style-span"><i><span lang="EN-US" style="background-attachment: initial; background-clip: initial; background-color: white; background-image: initial; background-origin: initial;">Other
friends have flown before -</span></i></span><i><span lang="EN-US">
<span class="apple-style-span"><span style="background-attachment: initial; background-clip: initial; background-color: white; background-image: initial; background-origin: initial;">On the morrow he
will leave me, as my hopes have flown before.’ Then the bird said, ‘Nevermore.’”</span></span></span></i><i><o:p></o:p></i></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; text-align: justify; text-indent: 36.0pt;">
Often,
it is said you need to fight a fire with fire, or to catch a thief, you need a
thief. In blighted darkness of the Shadowfell, you need a monster to fight a
monster.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; text-align: justify; text-indent: 36.0pt;">
Faustian
is the term given to those who have sacrificed their services to a power
greater than they. This is not a relationship of the Divine or Primal, as they
require nothing but worship as payment. The Faustian will gladly give up a
fraction of his or her immortal soul in exchange for power. The eldritch
creatures that give these pacts are almost always malicious in nature, greedy
beasts, seeking to harness the unfailing might of the mortal soul. Some force
mortals into their servitude, by threats or physical coercion. Others have made
these pacts out of a desire for revenge or a necessity to survive. Some
black-minded individuals will give themselves willingly to these greater powers
of the Shadowfell, as the gifts they grant are unlike any from Gods, Spirits or
Primordials.<o:p></o:p></div>
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On
sealing the pact, a Faustian gains a Familiar. Although seemingly harmless and
innocent enough, these Familiars are the fragment of the Faustian’s soul merged
with the power of Shadow from his dark patron. As such, the Familiar can
transform into an unknowable beast at the command of his master. As the
Faustian’s skill with the black arts becomes greater, his Familiar becomes more
monstrous in appearance, a trait boosted further by the Faustian’s willingness
to hamstring themselves, gouge out their eyes or tear off their skin to empower
their Familiar’s rampage.<o:p></o:p></div>
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<br /></div>
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<br /></div>
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<u>Class Traits</u><u><o:p></o:p></u></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Role</b>: Although a
Faustian has a myriad of powers to call on, many of their powers are utility in
nature. The Familiar is essentially a second character to be controlled at the
whim of the Faustian. In the blink of an eye, the Familiar can turn into a
monster that grows more mighty as the Faustian sacrifices more and more of
their mortality.<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Alignment</b>: Any<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Power Source:</b> Shadow<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Key Abilities:</b> Intelligence, Wisdom, Charisma. <o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Armour Proficiencies:</b> none<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Weapon Proficiencies: </b>simple<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Bonuses to Defence:</b> +2 Will<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit Points at 1<sup>st</sup> level:</b> 2d4 + Constitution score<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit Points per level gained:</b> d4 + Constitution modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Healing Surges per day: </b>6 + Constitution Modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill Points at 1<sup>st</sup> level: </b>(2 + Intelligence Modifier) x4<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill Points per level: </b>2 + Intelligence Modifier<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Attack Growth:</b> 8 levels.<o:p></o:p></div>
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<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Class Skills: </b>Craft, Fly, Knowledge (all), Linguistics, Profession, Spellcraft, Use
Magical Device.<o:p></o:p></div>
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<br /></div>
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<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Class Features</u><o:p></o:p></div>
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<br /></div>
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<b>The Pact</b> (1st level)<o:p></o:p></div>
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To
answer the evils of the Shadowfell, you have made a pact with a powerful
entity. Your choice may not have been made willingly, or you have taken your
oath out of desperation. Equally, you could have made it out of necessity to
save your own life. The dark patrons are not particular as to why mortals sell
their souls to them. Choose one of the following patrons to make a pact with.
The pact grants your Familiar bonus ability scores, and gives you bonus Hexes.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Aberrant Star</i>: A tyrannical star from the outer realm has granted
you power to be its herald on Providence. Your Familiar gains +2 STR and CHR. You
gain the Slumber and Water Lung Hexes in addition to your 1st level Hex.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Ancient Entity</i>: You forge a pact with an old, dark creature of great
power. Your Familiar gains +2 CON and CHR. You gain the Charm and Tongues Hexes
in addition to your 1st level Hex.<o:p></o:p></div>
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<br /></div>
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<i>Aspect of Providence</i>: You forge a pact with the twisted, innocent spirit of
Providence. Your Familiar gains +2 WIS and CHR. You gain the Fortune and
Misfortune Hexes in addition to your 1st level Hex.<o:p></o:p></div>
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<br /></div>
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<i>Cursed Weapon</i>: You cut your finger and gave yourself to an
intelligent weapon of foul magics. Your Familiar gains +2 STR and CON. You gain
the Evil Eye and Scar Hexes in addition to your 1st level Hex.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Death Hag</i>: You were taught your ways by a Death Hag, and have
joined her sisterhood. Your Familiar gains +2 INT and WIS. You gain the
Cauldron and Coven Hexes in addition to your 1st level Hex.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Dreaded Beast</i>: You begged for your life before a creature of pure
evil. In return for sparing your life, it has bound you to servitude. Your
Familiar gains +2 DEX and WIS. You gain the Beast of Ill Omen and Unnerve Beast
Hexes in addition to your 1st level Hex. <o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Hated Ancestor</i>: A disgraced member of your family has come back from
the afterlife to "help" you. Your Familiar gains +2 STR and DEX. You
gain the Flight and Ward Hexes in addition to your 1st level Hex.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Heretical Cult</i>: You have had your pact forged for you at the whims
of an evil cult. Your Familiar gains +2 CON and INT. You gain the Blight and
Cackle Hexes in addition to your 1st level Hex.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Traitorous Failure</i>: The pact was never yours to begin with; you have
inherited it from another who could not complete their goals. Your Familiar
gains +2 DEX and INT. You gain the Healing Hex, and any other one Hex of your
choice from the first Hex list.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b>Hex </b>(1st level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Faustians
learn a number of dark magics, called Hexes, that grant them powers or weaken
foes. At 1st level, you learn one Hex of your choice. You gain an additional
Hex at 2nd level and every 2nd level thereafter. You cannot learn an individual
Hex more than once. Unless otherwise noted, using a Hex is a standard action that
does not provoke an attack of opportunity. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
You
are proficient in the use of Staves, Wands, Rods and Amulets as magical
implements. While you have one of these items equipped, you gain a bonus to the
attack and damage roll of your Hexes equal to your implement’s enchantment
bonus.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Blight</i>: You curse an animal, plant creature, or plot of
land, causing it to wither and die. Blighting an area takes 1 round, during
which time the Faustian and her Familiar must be in contact with the target. If
it’s used on a plot of land, the land begins to wither the following day, and
over the next week all plants in the area die. Nothing will grow in that area
so long as the curse persists. You can affect an area with a radius equal to
your class level × 2 squares. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Blighting
a creature uses the following profile:<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Standard, Melee, INT vs Will. [Necrotic] [Shadow]<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The target becomes blighted. The target is diseased,
and it's maximum number of healing surges is reduced by 3. A failed Endurance
check reduces the target's maximum number of healing surges by 1. When the
number of healing surges reaches 0, the target dies. A successful Endurance
check increases the target's maximum number of healing surges. When the target
reaches their original maximum, the disease is cured. A target attacked by this
effect is not made aware of it, unless they make a successful Spellcraft check
using the attack roll of the blight as the DC.<o:p></o:p></div>
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Both
types of curse can be removed with a remove curse or similar magic. You can
only have one blight in effect at a time. If another blight Hex is made, the
first immediately ends.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Beast of
Ill-Omen</i>: You imbue your Familiar with
strange magic, putting a minor curse upon the next enemy to see it. The enemy
suffers an INT vs Will attack. If the attack hits, it suffers a -1 penalty to
all attack rolls, skill checks and defences (save ends). You can use
this Hex on your Familiar at a range of up to 10 squares. The affected enemy
must be no more than 10 squares from the Familiar to trigger the effect; seeing
the Familiar from a greater distance has no effect (though if the enemy and
Familiar approach to within 10 squares of each other, the Hex takes effect).
The Hex affects the closest creature to the Familiar (ties affect the creature
with the highest initiative score). Whether or not the attack is
successful, the creature cannot be the target of the Hex effect for 1 day
(later uses of this Hex ignore that creature when determining who is affected).<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Cackle</i>: You can cackle madly as a move action. Any creature
that is within 30 feet that is under the effects of an Agony Hex, Charm Hex,
Evil Eye Hex, Fortune Hex, or Misfortune Hex caused by the Faustian has the
duration of that Hex extended by 1 round.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Cauldron</i>: You gain Brew Potion as a bonus feat and a +4 bonus
on Craft (Potion) skill checks. You can use your Hexes for the purpose of
creating these potions. Your caster level for the DC of these potions is always
1/2 your level (min 1), and the spell level is always 5. <o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Charm</i>: You can charm an animal or humanoid creature within
5 squares by beckoning and speaking soothing words. You make an INT vs Will
attack. This improves the attitude of an animal or humanoid creature by 1 step,
as if the Faustian had successfully used the Diplomacy skill. The effect lasts
for a number of rounds equal to your INT modifier. A creature cannot be the
target of this Hex again for 1 day. At 8th level, this effect improves the
attitude of the target creature by 2 steps. This is a charm effect.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Child-Scent</i>: You gain the scent ability, but only with respect to
humanoid children and immature animals. Thus, you could sniff out a child’s
hiding place or a den of wolf pups, but not the child’s parents or the den
mother.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Coven</i>: You count as a hag for the purpose of joining a
hag’s coven. The coven must contain at least one hag. In addition, whenever you
are within 6 squares of another Faustian with this Hex, you can use the aid
another action to grant a +1 bonus to the other Faustian's Hex attack rolls for
1 round.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Disguise:</i> You can change your appearance for a number of hours
per day equal to your class level. These hours do not need to be consecutive,
but they must be spent in 1-hour increments. You make yourself, including clothes,
armour and weapons, look different. The extent of the change is up to you, but
you cannot change shape into another creature, although you can change into
another subtype. This does not change any sound you or your equipment makes,
nor does it alter your true properties. While under this effect, you gain a +10
bonus to Disguise checks. <o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Evil Eye</i>: You can cause doubt to creep into the mind of a foe
within 6 squares that you can see. The target takes a –2 penalty on one of the
following (your choice): AC, attack rolls, saving throws, or skill checks. This
Hex lasts for a number of rounds equal to 3 + your INT modifier. This effect
does not require an attack. You can use Evil Eye multiple times against one
enemy, so long as you choose a different penalty each time. At 8th level the
penalty increases to –4.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Feral Speech</i>: you can speak with and understand the response of
any animal, though each time you use the Hex, you must decide to communicate
with either amphibians, birds, fish, mammals, or reptiles, and can only speak
to and understand animals of that type. You can make yourself understood as far
as your voice carries. This Hex does not predispose any animal so addressed
toward you in any way. At 12th level, you can use this Hex to communicate with
vermin.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Flight</i>: You grow lighter as you gain power, eventually
gaining the ability to fly. At 1st level, you can fall slowly from great
heights so long as you are conscious. At 3rd level, you can walk on air as if
it were solid ground for a number of squares per day equal to your Fly skill.
At 5th level, you can Fly at a rate of 60 mph for a number of minutes per day
equal to your level. These minutes do not need to be consecutive, but they must
be spent in 1-minute increments.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Fortune</i>: You can grant a creature within 6 squares a bit of
good luck for 1 round. The target can call upon this good luck once per round,
allowing him to reroll any ability check, attack roll, saving throw, or skill check,
taking the better result. He must decide to use this ability before the first
roll is made. At 8th level and 16th level, the duration of this Hex is extended
by 1 round. Once a creature has benefited from the fortune Hex, it cannot
benefit from it again for 24 hours.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Healing</i>: You can soothe the wounds of those you touch. You or
one ally recovers Hit Points equal to 1d8 + WIS modifier. Once a creature has
benefited from the healing Hex, it cannot benefit from it again for 24 hours.
At 5th level, this Hex restores 2d8 + WIS modifier Hit Points.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Misfortune</i>: You can cause a creature within 6 squares to suffer
grave misfortune for 1 round. Make an INT vs Will attack. Anytime the creature
makes an ability check, attack roll, saving throw, or skill check, it must roll
twice and take the worse result.. At 8th level and 16th level, the duration of
this Hex is extended by 1 round. This Hex affects all rolls the target must
make while it lasts. Whether or not the save is successful, a creature cannot
be the target of this Hex again for 1 day.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Nails</i>: Your nails are long and sharp, and count as natural
weapons that deal 1d3 points of damage. These attacks are secondary attacks. If
trimmed, the Faustian’s nails regrow to their normal size in 1d4 days.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Poison Steep</i>: You can use your cauldron to brew a foul toxin in
which you can steep fruits and other delicious edibles, transforming them so
that when eaten, they have the same effect as a Hex you know. You can only
steep Hexes into food that make attacks against a target. Brewing the toxin and
then steeping the food takes 1 hour in total; steeping can affect up to 1 pound
of food. The food is poisoned for 24 hours, and the poison cannot be
transferred to other objects. The food tastes normal, but magic detects it as poisonous.
When the food is consumed, the target is automatically afflicted by the Hex,
you do not have to make an attack roll as normal. You must have the cauldron
Hex to select this Hex.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Prehensile
Hair</i>: You can instantly cause your hair
(or even your eyebrows) to grow up to 10 feet long or to shrink to its normal
length, and can manipulate your hair as if it were a limb with a Strength score
equal to your Intelligence score. Your hair has reach 2 squares, and you can
use it as a natural weapon that deals 1d3 points of damage. As a full attack
action, you can make an attack with the hair in addition to any other melee
attacks. Your hair can manipulate objects (but not weapons) as dexterously as a
human hand. The hair cannot be attacked as a separate creature. Pieces cut from
your elongated hair shrink away to nothing. Using the hair does not harm your
head or neck, even if you lift something heavy with it. You can manipulate the
hair a number of minutes each day equal to your level; these minutes do not need
to be consecutive, but must be spent in 1-minute increments. A typical male
Faustian with this Hex can also manipulate his beard, moustache, or eyebrows.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Scar</i>: You must make an INT vs Will attack to use this
attack on a creature within 5 squares. This Hex curses a single target with
horrible scars of your choosing, whether something as simple as a single letter
on the target’s forehead or blotchy, burn-like scars on it's body. These scars
do not hinder the target’s actions or abilities in any way. You can withdraw
this Hex from a target as a move action at any range. The number of
supernatural scars you can maintain at once is equal to your INT bonus; once
you reache this limit, you must remove the scar from a current victim in order
to mark another. Effects that remove curses can remove the scar.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Slumber</i>: With an INT vs Will attack, you can cause a creature
within 5 squares to fall unconcious into a deep, magical sleep. There is no
maximum duration, unless awoken from unconsciousness, the target will sleep
until the end of their lives. The creature will not wake due to noise or light,
but others can rouse it with a standard action. This Hex ends immediately if
the creature takes damage. Whether or not the save is successful, a creature
cannot be the target of this Hex again for 1 day.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Swamp Hag</i>: While traveling through swamps, mires, bogs, and
similar terrain, the you leave no trail and cannot be tracked. You can walk
through mud and even quicksand as if it were normal ground.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Tongues</i>: With this Hex, you can understand any spoken
language for a number of minutes per day equal to your Linfuistics skill. This
duration does not need to be consecutive, but it must be spent in 1-minute
increments. At 5th level, you can use this ability to speak any language.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Unnerve
Beasts</i>: Make an INT vs Will attack.
Animals become distraught and aggressive in the victim’s presence—horses buck,
dogs snap and bark, bulls charge, and so on. The Hex lasts a number of hours
equal to your INT modifier. A creature that saves against the Hex cannot be
affected by the Hex for 1 day. The reaction of the animals is a mind-affecting
charm effect, but the Hex on the target is not.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Ward</i>: You can use this Hex to place a protective ward over
one creature you touch. The warded creature receives a +2 bonus to AC and a +2
bonus to saving throws. This ward lasts until the warded creature is hit or
fails a saving throw. You know when a warded creature is no longer protected.
You can have only one ward active at a time. If you use this ability again, the
previous ward immediately ends. At 8th level and 16th level, the bonuses
provided by this ward increase by +1.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Water Lung</i>: An air-breathing target you touch can breathe water
or an aquatic target can breathe air. This effect lasts 1 minute. If you use
this Hex on yourself, you can maintain it while you sleeps, allowing yourself
to safely sleep underwater.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b>Major
Hexes</b><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Starting
at 10th level, and every two levels thereafter, you can choose one of the
following Major Hexes to learn instead of a Hex from the list above.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Agony</i>: With a quick incantation, you can place this Hex on
one creature within 10 squares, causing them to suffer intense pain. Make an
INT vs Fortitude attack. The target is weakened for a number of rounds equal to
your level. Whether or not the attack is successful, a creature cannot be the
target of this Hex again for 1 day.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Beast Eye</i>: You can project your senses into an animal within 20
squares, sensing whatever it senses. You cannot control the animal’s actions.
You can project your senses from that animal to another within 20 squares of it
as a standard action, and can continue to make these sensory leaps, potentially
viewing things very far from your actual location. You may return your senses
to your own body as a free action. Normal animals get no saving throw against
this ability, but you must make an INT vs Will attack against magical or
otherwise unusual animals; you can use this ability on your own Familiar as if
it were an animal. If you have the coven Hex, all other Faustians within 2
squares of you who also have the coven Hex can see through the target animal at
will, although the acting Faustian still controls the ability. You can use this
ability for a number of minutes per day equal to your Spellcraft skill. These
minutes need not be consecutive, but they must be spent in 1-minute increments.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Cook People</i>: You can create fabulous spells by cooking an
intelligent humanoid creature in your cauldron, either alive or dead. Using
this Hex creates one meal or serving of food of your choice, typically a
delicious stew or a dough suitable for cookies, pastries, or other desserts.
Cooking the victim takes 1 hour. Eating the food provides one of the following
benefits: <o:p></o:p></div>
<div class="BodyBullet" style="margin-left: 9.0pt; mso-list: l3 level1 lfo4; tab-stops: list 9.0pt; text-indent: -9.0pt;">
<span lang="EN-US" style="position: relative; top: 1pt;">•<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span>Restore all
healing surges to the target<span style="position: relative; top: 1pt;"><o:p></o:p></span></div>
<div class="BodyBullet" style="margin-left: 9.0pt; mso-list: l3 level1 lfo4; tab-stops: list 9.0pt; text-indent: -9.0pt;">
<span lang="EN-US" style="position: relative; top: 1pt;">•<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span>Gain a 1d4 +
1 bonus to any one ability score for one day.<span style="position: relative; top: 1pt;"><o:p></o:p></span></div>
<div class="BodyBullet" style="margin-left: 9.0pt; mso-list: l3 level1 lfo4; tab-stops: list 9.0pt; text-indent: -9.0pt;">
<span lang="EN-US" style="position: relative; top: 1pt;">•<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span>Immediately
remove all poisons and diseases from the target.<span style="position: relative; top: 1pt;"><o:p></o:p></span></div>
<div class="BodyBullet" style="margin-left: 9.0pt; mso-list: l3 level1 lfo4; tab-stops: list 9.0pt; text-indent: -9.0pt;">
<span lang="EN-US" style="position: relative; top: 1pt;">•<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span>Immediately
remove all curses and debilitating effect.<span style="position: relative; top: 1pt;"><o:p></o:p></span></div>
<div class="BodyBullet" style="margin-left: 9.0pt; mso-list: l3 level1 lfo4; tab-stops: list 9.0pt; text-indent: -9.0pt;">
<span lang="EN-US" style="position: relative; top: 1pt;">•<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span>Restore the
target to a state of youth, usually to an age of 16 or 18.<span style="position: relative; top: 1pt;"><o:p></o:p></span></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Alternatively, you can shape the dough into a Small,
humanlike creature, animating it as a homunculus for 1 hour. You must have the
cauldron Hex to select this Hex. Using this Hex or knowingly eating its food is
an evil act, and looked down apon in most civilisations.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Faustian’s
Brew</i>: When you use your cauldron to brew
a potion, she may spend double the cost to create 3 identical potions that day
instead of just 1. At 15th level, she may spend triple the cost to create 4
identical potions that day. You must have the cauldron Hex to select this Hex.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Hag’s Eye</i>: You create an invisible magical sensor that sends
you visual information. You can create the sensor at any point you can see, but
it can then travel outside your line of sight without hindrance. The Hag's Eye
travels at 5 squares per round if viewing an area ahead as a human would
(primarily looking at the floor) or 2 squares per round if examining the
ceiling and walls as well as the floor ahead. It sees exactly in the same
manner as you would see if you were there.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The eye can travel in any direction as long as the
spell lasts. Solid barriers block its passage, but it can pass through a hole
or space as small as 1 inch in diameter. The eye can't enter another plane of
existence, even through a gate or similar magical portal.<o:p></o:p></div>
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You must concentrate to use Hag's Eye. If you do not
concentrate, the eye is inert until you again concentrate. If you have the
coven Hex, all other Faustians within 2 squares who also have the coven Hex can
see through this sensor as well, although the Faustian that created it still
controls it. You can use this eye for a number of minutes per day equal to your
level. These minutes do not need to be consecutive, but they must be spent in
1-minute increments.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Hidden Home</i>: You can conceal or disguise your home and the area
around it. Before using the Hex, you must spend 1 day pacing out the border of
an area that measures roughly 8,000 squares (approximately 40 squares by 40
squares ) to define her home territory. Thereafter, she can use the Hex to
change the appearance of that area as a standard action as long as she is
within the area. The illusion persists until the Faustian changes or dismisses
it. For the purpose of this ability, a Faustian can only have one “home” at a
time.<o:p></o:p></div>
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<i>Hoarfrost</i>: You make an INT vs Fortitude attack against a target
5 squares away. The target is rimed with a shell of frost needles that slowly
work their way into its flesh. The target turns pale and blue, and loses 1
healing per round (save ends). If the target runs out of healing surges and
this effect is still active, it suffers Cold damage equal their healing surge
value instead. If the target saves, it is immune to this Hex for 1 day.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Ice Tomb</i>: You make an INT vs Fortitude attack against a target
10 squares away. A storm of ice and freezing wind envelops the target, which
takes 3d8 + INT modifier Cold damage. The target is immobilised and unconscious
but does not need to eat or breathe while the ice lasts. The ice has 20 hit
points; destroying the ice frees the creature, which is dazed for 1d4 rounds
after being released. Regardless of a hit or miss, the target cannot be the
target of this Hex again for 1 day.<o:p></o:p></div>
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<i>Infected
Wounds</i>: You make an INT vs Fortitude
attack against one creature you can touch. The target is diseased, as minor
wounds spill over and weep. Each stage of the disease reduces the target's
speed by 2 and attack rolls by 2. At the final stage, the target is
immobilised, and their maximum number of healing surges is halved.<o:p></o:p></div>
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<i>Major
Healing</i>: By calling upon eerie powers, your
touch can mend even the most terrible wounds of those you touch. You or one
ally recovers Hit Points equal to 3d8 + WIS modifier. Once a creature has
benefited from the Major Healing Hex, it cannot benefit from it again for 24
hours. At 15th level, this Hex restores 4d8 + WIS modifier Hit Points.<o:p></o:p></div>
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<i>Nightmares</i>: Calling upon fell powers, you can place a Hex on a
creature within 10 squares that causes its sleep to be tormented by terrible
nightmares. You must touch the target, awake or asleep, and perform an INT vs
Will attack. The target becomes cursed. It cannot benefit from an extended
rest, as it cannot sleep soundly. In addition, it takes an additional 1d10
damage.<o:p></o:p></div>
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<i>Retribution</i>: You place a retribution Hex on a creature within 10
squares, causing terrible wounds to open across the target’s flesh whenever it
deals damage to another creature in melee. You make an INT vs Will attack.
Immediately after the Hexed creature deals damage in melee, it takes damage
equal to 1/2 of the damage it inflicted. This effect lasts for a number of
rounds equal to your WIS modifier.<o:p></o:p></div>
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<i>Speak in
Dreams</i>: You can speak to creatures in
their sleep. You can contact anyone whose name and face you know. This requires
you to be concentrating to speak. There is no limit to how long you can speak
to the recipients of this power. You can use this ability on a number of
creatures per day equal to your INT modifier, but can dream-speak to those
creatures as often as desired throughout that time period. This is a one way
conversation, the recipients cannot reply.<o:p></o:p></div>
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<i>Vision</i>: With the vision Hex, you can grant a glimpse of the
future to a creature touched. Granting a vision takes 1 minute, during which
time both you and the target must remain in contact with one another. At the
end of this time, the subject receives a brief image of the future, usually no
more than 1 year from the time of the vision, subject to DM discretion. This is
only one possible version of the future, making such visions unreliable at
best. Most visions are slanted toward the alignment of the Faustian that
granted them. For example, the visions granted by a chaotic evil Faustian often
show scenes of death and destruction, while those of a neutral good Faustian
tend to be of joyous events or occasions. A creature cannot be subject to another
vision until the current vision has either come to pass or been prevented. A
Faustian cannot use this ability on herself.<o:p></o:p></div>
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<i>Waxen Image</i>: You can spend a full-round action to create a crude
and unnerving wax duplicate of a creature you can see within 5 squares. Once
the image is complete, make an INT vs Will attack. If the attack hits, you gain
a small measure of control over the creature. Whenever you exercise this
control, you must make another attack, but with a + 2 bonus. This effect occurs
on the your turn and does not impede the creature’s actions on its turn. You
can use the waxen image a number of times equal to INT modifier before it
melts. As a standard action, you can cause the subject to do any one of the
following things: move up to the creature’s speed in any direction, attack
itself once with any weapon in hand (this attack automatically hits), lay down
on the ground, or drop anything held. Alternatively, you can spend one of your
uses to simply torture the image, causing the creature to be both weakened and
dazed on its turn. This is a domination effect.<o:p></o:p></div>
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<i>Weather
Control</i>: You change the weather in the
local area, but creating the weather takes 1 full hour of chanting, dancing,
and communing with your Familiar. You can call forth weather appropriate to the
climate and season of the area you are in. You can also use this spell to cause
the weather in the area to become calm and normal for the season.<o:p></o:p></div>
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<b>Grand
Hexes<o:p></o:p></b></div>
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Starting
at 18th level, and every two levels thereafter, you can choose one of the
following Grand Hexes to learn instead of a Hex from the list above. You can
only learn up to 3 grand Hexes.<o:p></o:p></div>
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<i>Death Curse</i>: This powerful Hex seizes a creature’s heart, causing
death within just a few moments. This Hex has a range of 5 squares. You make an
INT vs Will attack. The target becomes Slowed (save ends). On the second round
of the Hex, the creature becomes Weakened, and cannot shift (save ends all). On
the third round, if it fails it's saving throw, it dies. Creatures that succeed
the final saving throw take 4d6 points of damage + INT modifier damage + your
level. Slaying the Faustian that Hexed the creature ends the effect, but any
other effect caused by this attack remains. Whether or not the saves are
successful, a creature cannot be the target of this Hex again for 1 day.<o:p></o:p></div>
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<i>Dire
Prophecy</i>: You curse the target so he is
doomed to die. You make an INT vs Will attack. As long as the curse persists,
the target takes a –5 penalty to his defences and on attack rolls, saves,
ability checks, and skill checks. While the curse persists, you may end it by
bringing its full force upon the victim all at once. Doing so gives the victim
a penalty equal to your level to his defences or on any single attack roll,
skill check, or saving throw. You must decide to apply this penalty before the
roll to be modified is made. If you do not have line of sight to the target,
the full force of the curse occurs when the DM considers it most appropriate,
such as when the target is in mortal danger. A target can only have one dire
prophecy upon him at a time. Whether or not the target’s attack is successful,
a creature cannot be the target of this Hex for 1 day. This is a curse effect.<o:p></o:p></div>
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<i>Eternal
Slumber</i>: You can touch a creature, causing
it to drift off into a permanent slumber. You make an INT vs Will attack. If
the save fails, the creature falls asleep and cannot be woken. The effect can
only be removed with a wish or similar magic, although slaying the Faustian
ends the effect. You can use this ability to poison food or drink, even if you don't
have the Steep Poison Hex, causing those who ingest it to make a save or fall
into an eternal slumber. A foodstuff can only have one such dose of poison at
any one time, and it loses its potency after 1 minute if not consumed. Whether
or not the attack is successful, a creature cannot be the target of this Hex
again for 1 day.<o:p></o:p></div>
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<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Forced
Reincarnation</i>: You cause a creature within 5
squares to die and be immediately reincarnated into a new body. You make an INT
vs Will attack, if the target is unfriendly. Those that are hit are slain and
immediately brought back to life. Since the dead creature is returning in a new
body, all physical ills and afflictions are repaired. The condition of the
remains is not a factor. So long as some small portion of the creature's body
still exists, it can be reincarnated, but the portion receiving the spell must
have been part of the creature's body at the time of death. It takes 1 hour to
complete the reincarnation. Whether or not the attack is successful, a creature
cannot be the target of this Hex again for 1 day.<o:p></o:p></div>
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<i>Life Giver</i>: Once per day you can, as a full round action, touch
a dead creature and bring it back to life.<o:p></o:p></div>
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<i>Natural
Disaster</i>: You call down the forces of nature
to wreak havoc on an area. You must concentrate for the duration of this
effect, which can be used for a maximum of 10 rounds. If disrupted, the effect
immediately ends. You can only use this ability once per day.<o:p></o:p></div>
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You create a huge black storm cloud in the air, and an
earthquake breaks apart the ground. You create an area 7 effect within 15
squares. All creatures in the area suffer an INT vs Fortitude attack, and are
deafened on a hit (save ends). Each round you continue to concentrate, the
storm generates additional effects as noted below. Each effect occurs on your
turn.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>2nd Round: Acid rains down in the area, dealing 1d6
points of acid damage. This attack hits alls creatures in the area
automatically.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>3rd Round: You call six bolts of lightning down from
the cloud.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>You decide where the bolts strike. No two bolts may be
directed at the same target.You make an INT vs Reflex attack, and each bolt
deals 10d6 points of Lightning damage on a hit. This attack deals 1/2 damage on
a miss.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>4th Round: Hailstones rain down in the area, dealing
5d6 points of Cold damage. This attack deals damage to all creatures in the
area automatically.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>5th through 10th Rounds: Violent rain and wind gusts
reduce visibility. The rain obscures all sight, including Darkvision, beyond 5
feet. A creature 1 square away has concealment. Creatures farther away have
total concealment. All creatures in the area are slowed.<o:p></o:p></div>
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In addition, an intense but highly localized tremor
rips the ground. The powerful shockwave created by this Hex knocks creatures
down, collapses structures, opens cracks in the ground, and more. The effect
lasts for 1 round, starting when on the second attack of the storm, during
which time the area counts as difficult terrain. The earthquake affects all
terrain, vegetation, structures, and creatures in the area. The specific effect
of an earthquake spell depends on the nature of the terrain where it is cast.<o:p></o:p></div>
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<div class="Body1" style="margin-left: 36.0pt; mso-list: l4 level1 lfo11; mso-outline-level: 1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Cave, Cavern, or Tunnel: The roof collapses, dealing
8d6 points of damage to any creature caught under the cave-in and pinning that
creature beneath the rubble (see below). An earthquake cast on the roof of a
very large cavern could also endanger those outside the actual area but below
the falling debris and rubble. This is an INT vs Reflex attack, and deals 1/2
damage on a miss.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Cliffs: the Hex causes a cliff to crumble, creating a
landslide that travels horizontally as far as it falls vertically. Any creature
in the path takes 8d6 points of damage and is pinned beneath the rubble (see
below). This is an INT vs Reflex attack, and deals 1/2 damage on a miss.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Open Ground: Each creature standing in the area falls
prone. Fissures open in the earth, and every creature on the ground has a
chance to fall into one. The fissures are 40 feet deep. At the end of the
spell, all fissures grind shut. Treat all trapped creatures as if they were in
the bury zone of an avalanche, trapped without air. This is an INT vs Reflex
attack, hit targets fall into the fissures.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Structure: Any structure standing on open ground takes
100 points of damage, enough to collapse a typical wooden or masonry building,
but not a structure built of stone or reinforced masonry. Any creature caught
inside a collapsing structure takes 8d6 points of damage and is pinned beneath
the rubble (see below). This is an INT vs Reflex attack, and deals 1/2 damage
on a miss.<o:p></o:p></div>
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<span style="font-family: Wingdings;">v<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>River, Lake, or Marsh: Fissures open under the water,
draining away the water from that area and forming muddy ground. Soggy marsh or
swampland becomes quicksand for the duration of the spell, sucking down
creatures and structures. Each creature in the area must make a DC 15
Acrobatics or Endurance check or sink down in the mud and quicksand. At the end
of the spell, the rest of the body of water rushes in to replace the drained
water, possibly drowning those caught in the mud.<o:p></o:p></div>
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<span style="font-family: 'Courier New';">o<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span>Pinned
Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of
nonlethal damage per minute while pinned. If a pinned character falls
unconscious, he or she must make a DC 15 Endurance check or take 1d6 points of
lethal damage each minute thereafter until freed or dead.<o:p></o:p></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi53vN7v-YYlGZurbiRWwzkB4ponNfOQru7eCc3-4zFXIrC9qdRXFkg-rwaFitt727P-2gjdw4s6WIAqnsuWkb-p76Q1_12KH1MOqxnITewWETTS5rnsoAigXOcSIUBtFPMLQavkg0Hzv0/s1600/Knight+of+Yore.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi53vN7v-YYlGZurbiRWwzkB4ponNfOQru7eCc3-4zFXIrC9qdRXFkg-rwaFitt727P-2gjdw4s6WIAqnsuWkb-p76Q1_12KH1MOqxnITewWETTS5rnsoAigXOcSIUBtFPMLQavkg0Hzv0/s1600/Knight+of+Yore.jpg" /></a><i>Summon
Spirit</i>: You summon a Knight of Yore to do
battle for you. The spirit has its own agendas and personality, and will require payment usually in the form of a
favour to one of his descendants, although some will ask for more or less. In
addition, manifesting the spirit requires a sacrifice of one healing surge.
Controlling the spirit requires a minor action to instruct it. The spirit will
follow orders to the best of its abilities. <o:p></o:p></div>
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<i>Walking Hut</i>: You can animate a hut, small house, covered wagon,
tent, or similar construction as an animated object. The hut can be of up to
Huge size (approximately 15 feet by 15 feet). The animated hut’s hit points
double. You can give the hut the following commands: guard (the hut watches for
trespassers within 120 feet using your Perception skill and screams if it spots
any), hide (all entrances are hidden by illusions and locked magically,
requiring DC 31 Perception to spot it and DC31 in Disable Device or Use Magical
Item to unlock it), and move (moves at speed 12 on giant bird or bone legs as
directed by you, even obeying commands such as “follow me from 100 feet away”).
The hut remains animate for 24 hours, until you dismiss it or you animates
another, at which time the hut stops where it is and reverts to its nonmagical
state.<o:p></o:p></div>
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<o:p></o:p></div>
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</div>
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<b>Life
Link</b> (1<sup>st</sup> level)<o:p></o:p></div>
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As a standard action, you can
consume a Healing surge to allow your Familiar to regain Hit Points equal to
your Healing Surge Value. You can use this power once per encounter.<o:p></o:p></div>
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<b>Slavesenses</b>
(2<sup>nd</sup> level)<o:p></o:p></div>
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As a standard action, you can share
the senses of your Familiar. You can sustain this power for a number of minutes
per day equal to your Faustian level. There is no maximum range for this power,
but both you and your familiar must be on the same plane.<o:p></o:p></div>
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<b>Protect the Master </b>(4<sup>th</sup>
level)<o:p></o:p></div>
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Whilst
you are adjacent to your Familiar, you gain a +2 bonus to all defences. This
bonus does not apply if the Familiar is grappled, helpless, paralyzed, stunned,
or unconscious.<o:p></o:p></div>
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<br /></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify; text-indent: 36.0pt;">
<b>Master’s Call </b>(6<sup>th</sup> level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
As a
standard action, you can teleport your Familiar to one adjacent square. You can
use this ability once per day, and from up to 20 squares away. At 10<sup>th</sup>
level and every 4<sup>th</sup> level thereafter, you can use this ability one
additional time per day.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b> Transposition</b> (8<sup>th</sup> level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
You
can use your Master’s Call power to swap places with your Familiar instead of
teleporting it to you. This is also a teleport action. <o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b> Aspect</b> (10<sup>th</sup> level) <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
You
can divert up to 2 points from your Familiar’s evolution pool to add evolutions
to yourself. You cannot select any evolution that the Familiar could not
possess, and it must be able to meet the requirements as well. You cannot
select the ability increase evolution through this ability. Any points spent in
this way are taken from the Familiar’s evolution pool (reducing the total number
available to the Familiar). You can change the evolutions he receives from
these points any time you can change the Familiar’s evolutions.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b>Greater Protection</b> (12<sup>th</sup>
level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Whenever
an ally is within your Familiar’s reach, the ally gains a +2 bonus to all
defences. If this ally is the Faustian, these bonuses increase to +4. This
bonus does not apply if the Familiar is grappled, helpless, paralyzed, stunned,
or unconscious.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b>Life Bond</b> (14<sup>th</sup> level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your
life becomes linked to his Familiar’s. As long as the Familiar has 1 or more
hit points, you are protected from harm. Damage in excess of that which would
reduce you to fewer than 0 hit points is instead transferred to the Familiar.
This damage is transferred 1 point at a time, meaning that as soon as the
Familiar is reduced to a number of negative hit points equal to its Bloodied
Value, all excess damage remains with the Faustian.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Effects
that cause negative conditions and similar effects are not affected by this
ability, only damage can be transferred to the Familiar.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify; text-indent: 36.0pt;">
<b>Merge Forms </b>(16<sup>th</sup>
level)<b><o:p></o:p></b></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
As a
full-round action, you can touch your Familiar and you can merge forms. This
transformation includes all of your gear. While merged in this way, you are
protected from harm and cannot be the target of spells or effects. All effects
and spells currently targeting you are suspended until you emerge from the
Familiar. This does not include the negative conditions imposed by your
currently active Manifestation templates.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
You
can still use Hexes while inside the Familiar by taking control of the Familiar
for the duration of the casting. You can perceive through the Familiar’s
senses, and can speak through its voice while merged.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
You can use this ability for a number of rounds per day equal to your
Faustian level. You can end this effect at any time as a free action. By doing
so, you emerge in a square adjacent to the Familiar if able. If the Familiar is
destroyed while you are merged with it, you are immediately ejected, taking 4d6
points of damage from the spiritual shock, and become stunned for until the end
of your next turn.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b>Greater Aspect</b> (18<sup>th</sup> level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
You
can divert more of the Familiar’s evolutions to yourself. This power functions
as the Aspect power, but up to 6 evolution points can be taken. Unlike the
aspect ability, the Familiar loses 1 point from its evolution pool for every 2
points (or fraction thereof) diverted to you.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify; text-indent: 36.0pt;">
<b>Twin Familiar </b> (20<sup>th</sup> level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
A Faustian
and his Familiar share a true connection, essentially becoming the same being.
As a standard action, you can transform into the shape of your Familiar,
copying all of its evolutions, form, and abilities. You become exactly like
your familiar, temporarily using its character sheet in place of your own for
the duration of this power. Whilst in this form, you cannot cast any spells
that your Familiar has learned, but you may still cast your Hexes. Any negative
condition is automatically removed upon transformation into the familiar,
although you still suffer the conditions imposed by the Manifestation Templates
you are currently using. Any gear you are wearing becomes a part of you and is
not dropped to the floor, although any magic items have their power stifled
until you revert back to your normal form. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
You
can keep this form for a number of rounds per day equal to ½ of your Faustian
level. However, you can take the shape of your Familiar’s inactive form without
any limit. You cannot use Hexes whilst in this form. You can end the
transformations as a free action.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; text-align: justify; text-indent: 36.0pt;">
<u>Faustian Familiar</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; text-align: justify; text-indent: 36.0pt;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; text-align: justify; text-indent: 36.0pt;">
<u>Class Traits</u><u><o:p></o:p></u></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Role</b>: The
Familiar's role changes depending on how the Faustian constitutes them and what
powers they choose. They can become conduits of magical power, raging beasts,
or many-limbed searchers.<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Alignment</b>: The same
as their Faustian master.<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Power Source:</b> Shadow<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Key Abilities:</b> varies <o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Armour Proficiencies:</b> none<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Weapon Proficiencies: </b>none<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Bonuses to Defence:</b> none<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit Points at 1<sup>st</sup> level:</b> 2d6 + Constitution score<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit Points per level gained:</b> d6 + Constitution modifier<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Healing Surges per day: </b>6 + Constitution Modifier<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill Points at 1<sup>st</sup> level: </b>(2 + Intelligence Modifier) x4<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill Points per level: </b>2 + Intelligence Modifier<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Attack Growth:</b> 7<o:p></o:p></div>
<div class="Body1" style="margin-left: 54.0pt; mso-list: l7 level1 lfo13; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Class Skills:</b> Bluff, Fly,
Knowledge (Planes), Linguistics, Sense Motive, and any 2 other skills you
select.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<b> The Dark
Familiar</b> (1st level)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<a href="http://fc04.deviantart.net/fs18/f/2007/190/1/d/Dinosaur_Demon_by_nJoo.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="295" src="http://fc04.deviantart.net/fs18/f/2007/190/1/d/Dinosaur_Demon_by_nJoo.jpg" width="400" /></a> You
have a Familiar, an everlasting reminder of your dark pact. Your Familiar is an
amalgam of dark power and your animus, the intangible essence that glues your
soul to your body. The Familiar is literally a part of you, and will often have
its own personality that compliments your own. Nevertheless, the Familiar
shares many of your thoughts and emotions through an empathic link. You cannot
read each others thoughts, but you can instruct your Familiar through this link
as a free action. Because of the speed of emotion and the closeness you share,
you can talk to your Familiar as long as you want as a free action, as it takes
almost no time.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>The Familiar's Image</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your
Familiar usually takes the form of something unsuspecting, such as a tiny
animal. Your Familiar has its own initiative, and acts at your direction. While
in this regular form, the Familiar cannot be attacked, but can move regularly
and perform certain skill checks on your behalf. A Familiar understands and can
speak all languages you know, although it does not necessarily know everything
you do.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
As a
standard action on your Familiar's turn, your Familiar can transform into a
medium sized creature. This creature looks more monstrous than the smaller,
passive Familiar, and sometimes changes shape entirely. These two forms are
called the Passive or Inactive form, and the Combat, or Active, form.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Ability scores</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your
Familiar's scores start at a flat rate of 10 in all scores. Your Pact choice
increases two of these by two. These statistics rise at every 4th level like a
regular character.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The
number of Hit Points and healing surge number a Familiar has at 1<sup>st</sup>
level is determined after Pacts have been chosen, meaning the Familiar usually
rolls Hit Dice with a CON score of either 10 or 12.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The
Familiar’s AC gains a bonus as it grows in level. This bonus is equal to +2 at
1<sup>st</sup> level. At 4<sup>th</sup> level and every 4<sup>th</sup> level
thereafter, this bonus rises by +1.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Spell Growth</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your
Familiar knows how to cast spells from one spell list of your choice. The
formula for Familiar spell growth is always 1/2 level +1. A Familiar begins
play knowing no spells nor possessing any spell slots. A Familiar can never
learn 0 level spells.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Familiar Feats</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Familiars
cannot take Character Traits, although their Faustian masters still can. A
Familiar gains feats at every odd level like a regular character. A Familiar
gains access to the Magic and Metamagic feats lists, but can only gain feats
they qualify for.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
If
the Familiar gains proficiency with armour, any of the four templates can wear
it, although they cannot wear magic armour or any other accessory. If the
Familiar gains proficiency with weaponry, they must have a pair of hands in
which to use them. Familiars can wield magic weapons. When a Familiar
transforms between Active to Inactive modes, any equipment they are wearing
becomes a part of them, it does not fall to the floor.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
If
you evolve your familiar to a point where they are not eligible for a feat they
already own, they lose the benefit of that feat until they evolve to a point
where they can make use if it again.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Evolutions<o:p></o:p></u></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Each
Familiar receives a number of evolution points that can be spent to give the
Familiar new abilities, powers, and other upgrades. These abilities, called
evolutions, can be changed whenever you gain a new level or take an extended
rest, but they are otherwise set. Some evolutions require that the Familiar
have a specific base form or the Faustian be of a specific level before they
can be chosen.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The
number of evolution points you have to use to customise your familiar is equal
to your Faustian level +3. Keep in mind that these points are your limit, they
are not spent like Magic Points or skill points. At 1<sup>st</sup> level, you
have 4, at 2<sup>nd</sup> you have 5 and so on. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Evolutions and attacks</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
A
number of evolutions grant the Familiar additional natural attacks. Natural
attacks listed as primary are treated as main hand attacks; they involve bites,
swipes and vicious attacks, but must be used with other evolutions. Natural
attacks listed as secondary are treated as off hand attacks, and suffer a -3
penalty to attack and damage rolls; they are weaker, passing attacks that can
be used to compliment other attacks, but they only require a few evolution
points to manipulate. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
If a Familiar learns to wield weapons, its
natural attacks are replaced with the appropriate weapon attack. However, you
can still attack with natural weapons if the weapon in question does not take
up an appropriate hand. For example, if a Familiar learned to wield a sword, as
a full attack action it can swing the sword and then attack with its hooves.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
If the
Familiar has only one natural weapon, that natural weapon deals extra damage
equal to ½ the familiar’s STR modifier.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
There
is a limit to the number of attacks a Familiar can have at any one time. The
Familiar’s attack growth does not grant it extra attacks. Instead, it is used
as a limit to the number of attacks it can make with your primary natural
weapons. In other words, the number of attacks that your familiar’s attack
growth would grant allows the use of other primary natural weapons instead.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Since
secondary natural weapons are feeble by comparison, you can use more of them.
This limit is equal to your current primary limit +1.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
For
example, a Familiar can have one bite attack and two hoof attacks at 1<sup>st</sup>
level. The bite is the primary attack, and can be used normally with a standard
action. As a full attack action, the familiar can attack with both hooves as
well. At 7<sup>th</sup> level, the familiar can make use of another primary
attack and another secondary attack. So now, the Familiar can attack with a Bite
and Slam as a standard action, and can use two hoof attacks and a pincer attack
with a full attack action.<u><o:p></o:p></u></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Familiars, their Faustian, and Death</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Although
a Familiar is a part of the Faustian, they are not bound to each other as
tightly as a Psion to their Psicrystal or a Doomguard to his Hideous Weapon.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
A
Faustian and Familiar can live apart, and even be on different planes of
existence without any problems. Equally, a Faustian and Familiar on the same
plane know exactly where the other is at all times. Between planes, you know
which plane the other is on, but not the exact location.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
If
the Faustian dies, his Familiar can live on for a number of years equal to his
Faustian level. During this time, the Faustian cannot be turned into an undead
creature, nor subject to any spell that affects the dead. The Familiar, though
alive and independent, cannot manifest into its Active form without its master.
In addition, the Familiar counts as a body part for the purposes of
resurrection for the Faustian.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
If the
Familiar dies, the immediate feedback causes the Faustian to be Stunned (save
ends). The Faustian can restore his Familiar with 24 hours of uninterrupted
meditation. At the meditation’s end, the Familiar is reconstituted before the
master with all of its memories, powers and spells in tact. However, the
Familiar is Weakened, their maximum Hit Points and their number of Healing
Surges is halved. These effects end when the Faustian and his Familiar take an
extended rest.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>The Familiar’s Base Form<o:p></o:p></u></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Choose
one of the following templates to apply to your Familiar's combat form. Once
this choice has been made, it cannot be changed.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Aquatic<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Starting Statistics: Size Medium; Speed 4, swim 8; AC
+2; +1 Fortitude, +1 Reflex.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Attacks: bite (1d6)<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Free Evolutions: bite, gills, swim (2).<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Biped<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Starting Statistics: Size Medium; Speed 6; AC +2; +1
Fortitude +1 Will<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Attacks: 2 claws (1d4); <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Free Evolutions: claws, limbs (arms), limbs (legs).<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Quadruped<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Starting Statistics: Size Medium; Speed 8; AC +2; +1
Fortitude +1 Reflex; <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Attacks: bite (1d6); <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Free Evolutions: bite, limbs (legs) (2).<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Serpentine<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Starting Statistics: Size Medium; Speed 4, climb 4; AC
+2; +1 Reflex, +1 Will; <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Attacks: bite (1d6), tail slap (1d6); <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Free Evolutions bite, climb, reach (bite), tail, tail
slap.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Manifesting the Familiar</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
As
mentioned above, your Familiar can transform to Active form as a standard
action. This is called Manifestation. This sudden growth is not without
sacrifice, as you (the Faustian) must give up aspects of your combat effectiveness
to power the transformation. When you manifest the Familiar, you must choose
and apply two of the following Manifestation Templates to empower it. You can
apply more than two Manifestation Templates, but you must spend a healing surge
for every template after the second. Any detrimental effect inflicted by the
template ends when your Familiar reverts to its passive mode. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Blistering
Skin</i>: You become Vulnerable 10 to all
damage types. Your Familiar gains Resist Physical 5. This Resist Physical stacks
with any resistance granted by evolutions. This rises by 5 per tier. Your
Familiar gains + 6 CHR.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Failing
Health</i>: You lose Hit Points equal to your
Healing Surge value. Your Familiar gains 1d12 temporary Hit Points. This rises
by 1d12 at 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter. Your
Familiar gains + 6 CON.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Impaired
Vision</i>: You lose the ability to see beyond
5 squares. Your Familiar gains Darkvision, and can see through other vision
impairing effects. Your Familiar gains + 6 WIS.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Lame
Movement</i>: You become slowed, and cannot
shift. Your Familiar gains +2 speed, and can move over difficult terrain
without penalty. Your Familiar gains + 6 DEX, and can use DEX as the modifier
for attack and damage rolls.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Muted
Vocalisations</i>: You become silenced, although this
does not prevent you from using your Hexes, so long as you are not restrained.
Your Familiar does not provoke opportunity attacks from casting spells in
melee. Your Familiar gains + 6 INT.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Wasting
Strength</i>: You become Weakened, and you
cannot perform bull rushes, pulls, trips, or disarm attacks. Your Familiar's
melee deals an additional 1[W] damage on a critical hit. Your Familiar gains +
6 STR.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>Evolution List<o:p></o:p></u></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Evolutions
are grouped by their cost in evolution points. Evolution points cannot be saved.
All of the points must be spent whenever you take an extended rest or gain a
level. Unless otherwise noted, each evolution can only be selected once. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>1-Point Evolutions</u><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The following evolutions cost 1 point from the
Familiar’s evolution pool. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Bite</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s maw is full of razor-sharp teeth,
giving it a bite attack. This attack is a primary attack. The bite deals 1d6
points of damage (1d8 if Large, 2d6 if Huge). If the Familiar already has a
bite attack, this evolution allows it to deal an additional 1/2 STR modifier
damage with its bite attacks.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Claws</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar has a pair of vicious claws at the end of
its limbs, giving it two claw attacks. These attacks are primary attacks. The
claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Familiar must
have the limbs evolution to take this evolution. This evolution can only be
applied to the limbs (legs) evolution once. This evolution can be selected more
than once, but the Familiar must possess an equal number of the limbs
evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Climb</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar becomes a skilled climber, gaining a
climb speed equal to its base speed. This evolution can be selected more than
once. Each additional time it is selected, increase the Familiar’s climb speed
by 4 squares.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Gills<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar has gills and can breathe underwater
indefinitely<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Hooves</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar has a pair of sharp hooves at the end of
its limbs, giving it two hoof attacks. These attacks are secondary attacks. The
hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Familiar must
have the limbs evolution to take this evolution. This evolution can only be
applied to the limbs (legs) evolution once. Alternatively, the Familiar can
replace the claws evolution from its base form with these hoof attacks (this
still costs 1 evolution point). This evolution can be selected more than once,
but the Familiar must possess an equal number of limbs evolutions.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Improved
Damage</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
One of the Familiar’s natural attacks is particularly
deadly. Select one natural attack form and increase the damage die type by one
step. This evolution can be selected more than once. Its effects do not stack.
Each time an Familiar selects this evolution, it applies to a different natural
attack.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Improved
Natural Armour</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s hide grows thick fur, rigid scales, or
bony plates, giving it a +2 bonus to its AC. This evolution can be taken once
for every four levels the Faustian possesses.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Low-Light
Vision</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains low-light vision.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Magic Attacks</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar is infused with magic, allowing it to treat
all of its natural attacks as if they were magical.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Minor Magic</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your familiar
learns six 1<sup>st</sup> level spells and five 2<sup>nd</sup> level spells.
Your familiar gains three 1<sup>st</sup> level spell slots and three 2<sup>nd</sup>
level spell slots. If you choose to remove this evolution from your Familiar,
then the Familiar loses the ability to cast these spells. If you use this
evolution on your familiar at a later date, you must select the same spells you
chose when you first used this evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Mount</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar is properly skilled and formed to serve
as a combat-trained mount. The Familiar must be at least one size category
larger than its rider. This evolution is only available to Familiars of the
quadruped and serpentine base forms.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Pincers</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows a large pincers at the end of one
pair of its limbs, giving it two pincer attacks. These attacks are secondary
attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge).
Familiars with the grab evolution linked to pincers gain a +2 bonus to Grapple
attacks. The Familiar must have the limbs (arms) evolution to take this
evolution. Alternatively, the Familiar can replace the claws from its base form
with pincers (this still costs 1 evolution point). This evolution can be
selected more than once, but the Familiar must possess an equal number of the
limbs evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Pounce</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains quick reflexes, allowing it to make
a full attack action after a charge. This evolution is only available to
Familiars of the quadruped base form.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Pull</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains the ability to pull creatures
closer with a successful attack. Select one type of natural attack. Whenever
the Familiar makes a successful attack of the selected type, the target of the
attack is pulled 1 square closer to the Familiar. This ability only works on
creatures of a size equal to or smaller than the Familiar. The Familiar must
have a reach of 2 squares or more to select this evolution. This evolution can
be selected more than once. Its effects do not stack. Each time an Familiar
selects this evolution, it applies to a different natural attack.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Push</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains the ability to push creatures away
with a successful attack. Select one type of natural attack. Whenever the
Familiar makes a successful attack of the selected type, the target of the attack
is pushed 1 square directly away from the Familiar. This ability only works on
creatures of a size equal to or smaller than the Familiar. This evolution can
be selected more than once. Its effects do not stack. Each time the Familiar
selects this evolution, it applies to a different natural attack.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Reach</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
One of the Familiar’s attacks is capable of striking
at foes at a distance. Pick one attack. The Familiar’s reach with that attack
increases by 1 square. <o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Resistance</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s form takes on a resiliency to one
particular Keyword, which is usually reflected in its physical body (ashen hide
for fire, icy breath for cold, and so on). Pick one Keyword (acid, cold, fire,
lightning or sonic). The Familiar gains resist 5 against that Keyword. This resistance
increases by 5 for every 5 levels the Faustian possesses, to a maximum of 15 at
10th level. This evolution can be selected more than once. Its effects do not
stack. Each time the Familiar selects this evolution, it applies to a different
Keyword.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Scent</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s sense of smell becomes quite acute. The
Familiar gains the scent special quality, allowing it to detect opponents
within 5 squares by sense of smell. If the opponent is upwind, the range
increases to 10 squares; if downwind, it drops to 3 squares. Strong scents can
be detected at twice the normal range. Scent does not allow the Familiar to
precisely locate the creature, only to detect its presence. It can detect the
direction with a move action. The Familiar can pinpoint the creature’s location
if it is within 5 feet. The Familiar can use scent to track creatures.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Skilled</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar becomes especially adept at a specific
skill, gaining a +8 racial bonus on that skill. This evolution can be selected
more than once. Its effects do not stack. Each time the Familiar selects this
evolution, it applies to a different skill.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Slam</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar can deliver a devastating slam attack.
This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if
Large, 2d8 if Huge). The Familiar must have the limbs (arms) evolution to take
this evolution. Alternatively, the Familiar can replace the claws from its base
form with this slam attack (this still costs 1 evolution point). This evolution
can be selected more than once, but the Familiar must possess an equal number
of the limbs evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Sting</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar possesses a long, barbed stinger at the
end of its tail, granting it a sting attack. This attack is a primary attack.
The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Familiar
must possess the tail evolution to take this evolution. This evolution can be
selected more than once, but the Familiar must possess an equal number of the
tail evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Swim</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains webbed hands, feet, or powerful
flippers, giving it a swim speed equal to its base speed. This evolution does
not give the Familiar the ability to breathe underwater. This evolution can be
selected more than once. Each additional time it is selected, increase the
Familiar’s swim speed by 4 squares. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Tail</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows a long, powerful tail. This grants
it a +2 racial bonus on Acrobatics checks made to balance on a surface. This
evolution can be selected more than once. <o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Tail Slap</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar can use its tail to bash nearby foes,
granting it a tail slap attack. This attack is a secondary attack. The tail
slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The Familiar must
possess the tail evolution to take this evolution. This evolution can be
selected more than once, but the Familiar must possess an equal number of the
tail evolution. <o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Tentacle</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar possesses a long, sinuous tentacle,
granting it a tentacle attack. This attack is a secondary attack. The tentacle
attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution
can be selected more than once. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Unnatural
Aura</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar is obviously of unnatural origin. Normal
animals do not willingly approach the Familiar unless the animal’s master makes
a DC 25 Handle Animal, Ride, or wild empathy check. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Wing Buffet</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar learns to use its wings to batter foes,
granting it two wing buffet attacks. These attacks are secondary attacks. The
wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The
Familiar must possess the flight evolution, with wings, to select this
evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>2-Point Evolutions</u><u><o:p></o:p></u></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The following evolutions cost 2 points from the
Familiar’s evolution pool.<o:p></o:p></div>
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<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Ability
Increase</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Increase one of the Familiar’s ability scores by +2.
This evolution can be selected more than once. It can only be applied once to
an individual ability score. You can apply this evolution more times to an
individual ability score for every 6 Faustian levels you possess.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Constrict<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains powerful muscles that allow it to
crush those it grapples. Whenever the Familiar successfully grapples a foe
using the grab evolution, it deals additional damage equal to the amount of
damage dealt by the attack used by the grab evolution. This evolution is only
available to Familiars of the serpentine base form. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Energy
Attacks<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s attacks become charged with one of the
following Keywords; Fire, Cold, Lightning, Acid.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Flight <o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows large wings, like those of a bat,
bird, insect, or dragon, gaining the ability to fly. The Familiar gains a fly
speed equal to its base speed. The Familiar’s manoeuvrability depends on it
size. Medium or smaller Familiars have good manoeuvrability. Large Familiars
have average manoeuvrability, while Huge Familiars have poor manoeuvrability.
For 2 additional evolution points, the Familiar flies by means of magic. It
loses its wings (although it does not have to, if you like the flavour), but
its manoeuvrability increases to perfect. The Familiar’s fly speed can be
increased by spending additional evolution points, gaining a 4 square increase
to fly speed for each additional point spent. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Gore</i> <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows a number of horns on its head,
giving it a gore attack. This attack is a primary attack. The gore deals 1d6
points of damage (1d8 if Large, 2d6 if Huge). <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Grab</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar becomes adept at grappling foes. Pick either
bite, claw, pincers, slam, tail slap, or tentacle attacks. If the Familiar
successfully hits a target with the selected attack, it grabs the target. This
ability only works on creatures of a size one category smaller than the
Familiar or smaller. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Head<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows an additional head. The Familiar
does not gain any additional natural attacks for the additional head, but the
additional head does allow the Familiar to take other evolutions that add an
additional attack to a head (such as a bite, gore, or breath weapon). This
evolution can be selected more than once. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Immunity</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s body becomes extremely resilient to one
Keyword, gaining immunity to that type. Pick one Keyword: Acid, Cold, Lightning,
Fire, or Sonic. The Familiar gains immunity to that Keyword. This evolution can
be selected more than once. Its effects do not stack. Each time it applies to a
different energy type. The Faustian must be at least 7th level before selecting
this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Keen Scent<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s sense of smell becomes even more acute.
The Familiar can notice other creatures by scent in a 180-foot radius
underwater and can detect blood in the water at ranges of up to a mile. The
Familiar must possess the gills and scent evolutions to take this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Limbs<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows an additional pair of limbs. These
limbs can take one of two forms. They can be made into legs, complete with
feet. Each pair of legs increases the Familiar’s base speed by 2 squares.
Alternatively, they can be made into arms, complete with hands. The Familiar
does not gain any additional natural attacks for an additional pair of arms,
but it can take other evolutions that add additional attacks (such as claws or
a slam). Arms that have hands can be used to wield weapons, if the Familiar is
proficient. This evolution can be selected more than once. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Medium Magic</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your familiar
learns four 3<sup>rd</sup> level spells and three 4<sup>th</sup> level spells.
Your familiar gains three 3<sup>rd</sup> level spell slots and two 4<sup>th</sup>
level spell slots. If you choose to remove this evolution from your Familiar,
then the Familiar loses the ability to cast these spells. If you use this
evolution on your familiar at a later date, you must select the same spells you
chose when you first used this evolution. You must take the Minor Magic
evolution to take this evolution. The Faustian must be at least 5<sup>th</sup>
level before selecting this evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Poison<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar secretes toxic venom, gaining a poison
attack. Pick one bite or sting attack. Whenever the selected attack hits, the
target suffers ongoing Poison damage equal to ½ your Faustian level -3 (min.
1).<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Rake</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows dangerous claws on its feet,
allowing it to make 2 rake attacks on foes it is grappling. These attacks are
primary attacks. The Familiar receives these additional attacks each time it
succeeds on a grapple check against the target. These rake attacks deal 1d4
points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available
to Familiars of the quadruped base form. This evolution counts as one natural
attack toward the Familiar’s maximum. The Faustian must be at least 4th level
before selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Rend<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar learns to rip and tear the flesh of those
it attacks with its claws, gaining the rend ability. Whenever the Familiar
makes two successful claw attacks against the same target in 1 round, its claws
latch onto the flesh and deal extra damage. This damage is equal to 1d4 + ½ of
your Familiar’s STR modifier. The Familiar must possess the claws evolution to
select this evolution. The Faustian must be at least 6th level before selecting
this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Trample<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains the ability to crush its foes
underfoot, gaining the trample ability. As a full-round action, the Familiar
can overrun any creature that is at least one size smaller than itself. This
works like a regular Overrun attack. If the attack is successful, the creatures
take 1d6 points of damage (1d8 if Large, 2d6 if Huge) plus an additional STR
modifier damage. A trampling Familiar can only deal trampling damage to a
creature once per round. This evolution is only available to Familiars of the
biped or quadruped base forms. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Tremorsense<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar becomes attuned to vibrations in the
ground, gaining Tremorsense 5. The Faustian must be at least 7th level before
selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Trip <o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar becomes adept at knocking foes to the
ground with its bite, granting it a trip attack. Whenever the Familiar makes a
successful bite attack, it knocks the target prone. This ability only works on
creatures of a size equal to or smaller than the Familiar. The Familiar must
possess the bite evolution to select this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Undead
Appearance<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar appears as an undead creature, and mimics
some of an undead creature’s abilities and weaknesses. The Familiar gains a +2
bonus to saving throws against disease, exhaustion, fatigue, paralysis, poison,
sleep effects, and stunning attacks. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
At 7th level, this bonus on saves can be increased to
+4 by spending 2 additional evolution points. At 12th level, this protection
can be increased to immunity against these attacks by spending 2 additional
evolution points (the Faustian must pay for the 7th-level upgrade before paying
for this 12th-level upgrade). However, regular healing spells damage it, and it
counts as an Undead for the purposes of attacks and powers that concern undead.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>3-Point Evolutions</u><u><o:p></o:p></u></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The following evolutions cost 3 points from the
Familiar’s evolution pool.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Blindsense <o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s senses become incredibly acute, giving
it Blindsense 5. This ability allows the Familiar to pinpoint the location of
creatures that it cannot see without having to make a Perception check, but
such creatures still have total concealment from the Familiar. The Faustian
must be at least 9th level before selecting this evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Burrow<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows thick and gnarled claws, allowing
it to move through the earth. The Familiar gains a burrow speed equal to 1/2
its base speed. It can use this speed to move through dirt, clay, sand, and
earth. It does not leave a hole behind, nor is its passage marked on the
surface. The Faustian must be at least 9th level before selecting this
evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Damage
Reduction</i> <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s body becomes resistant to harm, granting
it damage reduction. The Familiar gains a +2 bonus to AC, and Resist 5
Physical. By spending an additional 2 evolution points, the Resist effect is
increased to Resist 10. By spending a further 2 evolution points, the Resist
effect is increased to Resist 15. The Faustian must be 1<sup>st</sup>, 7<sup>th</sup>
and 14<sup>th</sup> level respectively to access the different tiers of this
evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Frightful
Presence</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar becomes unsettling to its foes, gaining
the frightful presence ability. The Familiar gains an Aura 1 effect. All
enemies in the Aura become Rattled. The Faustian must be at least 11th level
before selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Major Magic<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your familiar
learns three 5<sup>th</sup> level spells and two 6<sup>th</sup> level spells.
Your familiar gains two 5<sup>th</sup> level spell slots and two 6<sup>th</sup>
level spell slot. If you choose to remove this evolution from your Familiar,
then the Familiar loses the ability to cast these spells. If you use this
evolution on your familiar at a later date, you must select the same spells you
chose when you first used this evolution. You must take the Medium Magic
evolution in order to take this evolution. The Faustian must be at least 10<sup>th</sup>
level before selecting this evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Swallow
Whole</i> <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains the swallow whole ability, giving
it the ability to consume its foes. If the Familiar begins its turn with a
creature grappled using its bite attack (see the grab evolution), it can
attempt to swallow the creature as a free action. To do this, the Familiar must
make a basic melee attack against its grabbed target. The creature can be up to
one size category smaller than the Familiar. Swallowed creatures take damage
equal to the Familiar’s bite damage each round plus 1d6 points of damage. A
swallowed creature keeps the grappled condition, but can attempt to cut its way
free. The amount of damage needed to cut free is equal to 1/10 the Familiar’s
total hit points. The Familiar’s AC against these attacks is equal to 10 + 1/2 its
other armour bonuses. If a swallowed creature cuts its way out, the Familiar
loses this ability until it heals this damage. Alternatively, the swallowed
creature can attempt to escape the grapple as normal. Success indicates that it
has returned to the Familiar’s mouth, where it can attempt to escape or be
swallowed again. The Familiar must possess the grab evolution, tied to a bite
attack, to take this evolution. The Faustian must be at least 9th level before
selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Web <o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar gains a pair of spinnerets, giving it the
ability to spin webs. The Familiar can use these webs to support itself plus up
to one creature of the same size. It can throw webbing as a ranged attack up to
8 times per day, entangling a creature up to one size larger than the Familiar.
The webbing has a range of 10 squares. Creatures entangled by the web can
escape with an Escape Artist check or a Strength check (at a –4 penalty). The
DC of these checks is equal to 10 + the Familiar’s level. The Familiar can
climb its own webs at its climb speed and can pinpoint any creature touching
its webs. The Familiar must possess the climb evolution to take this evolution.
The Faustian must be at least 7th level before selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<u>4-Point Evolutions</u><u><o:p></o:p></u></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The following evolutions cost 4 points from the
Familiar’s evolution pool.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Blindsight<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s senses sharpen even further, granting
it Blindsight out to a range of 30 feet. The Familiar can manoeuvre and attack
as normal, ignoring darkness, invisibility, and most forms of concealment as
long as it has line of effect to the target. The Familiar must possess the Blindsense
evolution to take this evolution. The Faustian must be at least 11th level
before selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Breath
Weapon <o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar learns to exhale a cone of magical
energy, gaining a breath weapon. You gain the following attack:<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Breath
Weapon: Standard, Close Blast 5, DEX vs Reflex, [Encounter] One of [Acid],
[Cold], [Fire], [Lightning], [Sonic].<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
All
creatures in the blast suffer 1d6+ DEX mod damage. This damage rises by 1d6 for
every 4 Faustian levels you possess.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Dimensional
Leap<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar learns to teleport. As a move action, The
Familiar can teleport up to its speed. This power can be used a number of times
per day equal to ½ of your Faustian level.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Fast</i> <i>Healing</i> <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar’s body gains the ability to heal wounds
very quickly. The Familiar gains Regeneration 1. This healing can be increased
by 1 per round for every 2 additional evolution points spent (maximum 5). The
Faustian must be at least 11th level before selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Incorporeal
Form</i> <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Once per day, the Familiar can become incorporeal for
1 round per Faustian level. While in this form, the Familiar becomes
insubstantial. The Faustian must be at least 15th level before selecting this
evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Large<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar grows in size, becoming Large. The
Familiar gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +1
bonus to its AC. It takes a –2 penalty to its Dexterity. This size change also
gives the creature a –1 penalty to attack rolls, a –2 penalty on Fly skill
checks, and a –4 penalty on Stealth skill checks. If the Familiar has the biped
base form, it also gains a 2 square reach, but does not gain the Threatening
Reach trait. Any reach evolutions the Familiar possesses are added to this
total. The Familiar must be Medium to take this evolution. The Faustian must be
at least 8th level before selecting this evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
If 6
additional evolution points are spent, the Familiar instead becomes Huge. The
Familiar gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +5
bonus to AC. It takes a –4 penalty to its Dexterity. This size change also give
the creature a –2 size penalty attack rolls, a 10-foot reach, a –4 penalty on
Fly skill checks, and a –8 penalty on Stealth skill checks. If the Familiar has
the biped base form, its reach increases to 3 squares (2 squares for all other
base forms). Any reach evolutions the Familiar possesses are added to this
total. These bonuses and penalties replace, and do not stack with, those gained
from becoming Large. The Faustian must be at least 13th level before selecting
this option.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The
ability increase evolution costs twice as much (4 evolution points) when adding
to the Strength or Constitution scores of a Large or Huge Familiar. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Lifesense<o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar can pinpoint living creatures with ease.
The Familiar notices and locates living creatures within 10 squares, just as if
it possessed the Blindsight evolution. The Familiar must possess the undead
appearance evolution to take this evolution. The Faustian must be at least 11th
level before selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Maximum
Magic</i><o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
Your familiar
learns one 7<sup>th</sup> level spell and one 8<sup>th</sup> level spell. Your
familiar gains one 7<sup>th</sup> level spell slot and one 8<sup>th</sup> level
spell slot. If you choose to remove this evolution from your Familiar, then the
Familiar loses the ability to cast these spells. If you use this evolution on
your familiar at a later date, you must select the same spells you chose when
you first used this evolution. You must take the Major Magic evolution to take
this evolution. The Faustian must be at least 15<sup>th</sup> level before
selecting this evolution.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>No Breath <o:p></o:p></i></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar no longer needs to breathe. The Familiar
does not breathe, and is immune to effects that require breathing (such as
inhaled poison). This does not give immunity to cloud or gas attacks that do
not require breathing. The Faustian must be at least 11th level before
selecting this evolution. <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<br /></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
<i>Spell
Resistance</i> <o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Familiar is protected against magic, gaining spell
resistance. The Familiar gains Resist Magical 5. You can spend 6 evolution
points to increase the Resist effect to Resist Magical 10.<o:p></o:p></div>
<div class="Body1" style="mso-outline-level: 1; tab-stops: 36.0pt; text-align: justify;">
The Faustian must be at least 11th level before
selecting this evolution. <o:p></o:p></div>
<br />
<br />
[Credit to Joe Thiel, and njoo.deviantart.com for the pictures]Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-87016667538738747192011-12-17T16:00:00.000-08:002011-12-19T15:18:02.496-08:00FAQ: Tanks<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div style="text-align: justify;">
<u>What do Tanks do?</u></div>
<div style="text-align: justify;">
Tanks in Providence are specific classes that share a similar profile; they have high defences and health, they operate mainly in melee range, and they have a class feature that can inflict the Marked condition. They are used as a barrier between weaker character, like Wizards or Faustians. They also function as an anvil for some faster or more damaging classes to hit their enemies against.</div>
<div style="text-align: justify;">
Tanks generally work well with other tanks, as no two Marking ability is identical to another, potentially allowing for some fantastic teamwork attacks that can punch a hole through many enemy lineups.</div>
<div style="text-align: justify;">
There is one tanking class for each of the five different powersources.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<u>Fighter</u></div>
<div style="text-align: justify;">
<a href="http://paizo.com/image/product/secondary/Pathfinder/Pathfinder1_Fighter.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://paizo.com/image/product/secondary/Pathfinder/Pathfinder1_Fighter.jpg" width="118" /></a> Fighters are the tank for the Martial powersource. They are the masters of weapons, and benefit from the potential to cause significant damage, even while on the defensive. Their Marking class feature, Dominate the Field, Marks anything they attack, hit or miss. This ability works on all weapon attacks, so a Fighter can make use of ranged weapons such as crossbows or bows to take an early advantage.</div>
<div style="text-align: justify;">
Their reaction engine is an opportunity attack, which triggers if the enemy shifts, or attacks something that isn't them. Even then, Fighters can learn to retaliate against enemies that hit them. Thus, no matter what an enemy will do, a Fighter can always punish them for it, often with fatal consequences.</div>
<div style="text-align: justify;">
Fighters lack the power to successfully tank enemies at a range, however, as their reaction engine can only be used with melee weapons.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<u>Paladin</u></div>
<div style="text-align: justify;">
<a href="http://withfriendship.com/images/d/17006/Paladin-pic.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://withfriendship.com/images/d/17006/Paladin-pic.jpg" width="143" /></a> Paladins are the tank for the Divine powersource. They are consummate defenders with many unique powers, ranging from covering stances to devastating smites. They are the only class that can wear half plate and full plate armour at 1st level, and many choose to make the best use of this fact. Paladins can also be tooled to wear lighter armour and fight with the aim of damage in mind rather than defence, but even then they are capable protectors. To augment their protective role, Paladins can also learn spells from the Divine spell list, although not to the same extent as a Cleric.</div>
<div style="text-align: justify;">
Their reaction engine is a single target Mark that can be used at any range. Should the enemy stray from the Paladin, they are automatically blasted with holy radiance, causing significant damage. Although this allows the Paladin to tank at a range, they can only mark one target at a time.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<u>Elementalist</u></div>
<div style="text-align: justify;">
<a href="http://www.freewebs.com/golemsofzanatose/Onyx%20Captain.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://www.freewebs.com/golemsofzanatose/Onyx%20Captain.jpg" width="143" /></a> Elementalists are the tank for the Primal powersource. Elementalists are at home at range or in melee and possess the power to manifest elemental arms and armour with but a thought, taking forms such as molten plate armour and swords of flame. Elementalists also possess some of the best resistances in the game. They live between the realms of the Fighter and the Druid, but gain a steady growth of bonus feats and class features to compensate for their dual nature.</div>
<div style="text-align: justify;">
Their reaction engine allows them to hit targets with melee strikes and damaging elemental spells. Combined with malleable armour, Elementalists are the most flexible of the tanking classes. They have a unique weakness, however; their Elemental Command class feature can only Mark targets if they hit their enemies with a weapon or spell. So, for all their strength, they are the only tank with the potential for failure in their duty.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<u>Doomguard</u></div>
<div style="text-align: justify;">
<a href="http://www.sinbot.linneberg.com/images/paladin.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://www.sinbot.linneberg.com/images/paladin.jpg" width="149" /></a> Doomguards are the tank for the Shadow powersource. Grim and spiteful, Doomguards are argueably the strangest of the tanking classes. Instead of the theme of protection, Doomguards attempt to cripple, break and destroy their enemies before their allies are harmed. They are melee specialists that can inflict negative conditions on creatures they strike. Doomguards are also immune to many, more exotic, powers that makes them extremely difficult to kill.</div>
<div style="text-align: justify;">
Their reaction engine is similar to that of a Paladin, but has a far smaller range. If an enemy strikes one of the Doomguard's allies, the Doomguard's spirit inflicts just as much pain back to the target. Although their style is simple, effective and needlessly brutal, they are arguably the least flexible tanking class. Their Marking power does not allow a margin of error.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<u>Chronarch</u></div>
<div style="text-align: justify;">
<a href="http://th05.deviantart.net/fs70/PRE/i/2010/083/3/2/Another_Grim_2nd_one____by_nunubeh.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://th05.deviantart.net/fs70/PRE/i/2010/083/3/2/Another_Grim_2nd_one____by_nunubeh.jpg" width="200" /></a> Chronarchs are the tank for the Psionic powersource. Instead of focusing on superb defences, special resistant powers or an overflowing Hit Point pool, Chronarchs reward planning, teamwork and timing to protect their allies. They are the masters of time, able to manipulate their immediate and past turns to change their current one. They are the most lightly armoured of the tanking classes, but by far the most maneuverable. </div>
<div style="text-align: justify;">
These tanks are unique, in that they have a total of four potential reaction engines, rather than one. This covers a Fighter-style retaliation, withering and poisoning, to repositioning of an enemies' front line. Chronarchs, like many tanking classes, cannot tank at range. In addition, their ability to alter time is extremely limited. Once they use their allotted powers, they must rely on more mundane methods of protecting their allies.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
[Credits to Paizo, <a href="http://nunubeh.deviantart.com/">http://nunubeh.deviantart.com/</a>, sinbot.linneberg.com, withfriendship.com, and Niklass Jansson for the pictures]</div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-66127650673392759912011-12-14T04:40:00.000-08:002011-12-22T17:20:20.110-08:00Primal Classes: Elementalist<br />
<div class="MsoNormal" style="text-align: justify;">
<b><u><span style="font-family: Castellar; font-size: 14pt;">Elementalist</span></u></b></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>“The volcano roars, the hurricane sunders,
the flood engulfs, and the soil swallows. They are beautiful. They are perfect.
They are order born from chaos.”</i></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
As
the Primal Spirits are born from the natural forces at work on the world, there
are those that harness these forces in the name of these Spirits. Elementalists
manipulate the four base elements found in the Elemental Chaos, namely Fire,
Water, Earth and Air. Their general belief is that the universe leans towards
order springing from chaos, as demonstrated in the natural events of the world.
Often, they fight in the name of many Spirits rather than devoting themselves
to one, as the spirit of the summer and of the volcano both have interests in
the workings of fire.</div>
<div class="MsoNormal" style="text-align: justify;">
Ironically,
Elementalists despise elemental beings and Primordials more than all other
entities in existence. These beings promote chaos in its most destructive form,
with no hope of equilibrium. Although they do not hate them, Elementalists are also
wary of the workings of Gods as they are the other end of the extreme, where
there must be ultimate law and order that stifles the random and creative.</div>
<div class="MsoNormal" style="text-align: justify;">
Elementalists
strike a balance between these concepts. Chaos, when allowed to change
infinitely, will eventually balance to become order. As paragons of this
belief, Elementalists take the raw stuff of chaos and temper it with their own
will to wield as weapons against those that threaten the balance.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">
<u><br /></u></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">
<u>Class
Traits</u></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Role</b>:
Elementalists are very good at defending allies. Unlike other defending
classes, Elementalists have no trouble with fighting at range, but their
ability to defend can be unreliable.</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Alignment</b>:
Any, although due to their beliefs many are either lawful or chaotic, and very
few are neutral.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Power
Source:</b> Primal </div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Key Abilities:</b>
Strength, Dexterity, Charisma </div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Armour
Proficiencies:</b> Light, Medium, and Heavy armour. Light and Heavy Shields.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Weapon
Proficiencies: </b>Simple Melee, Military Melee</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Bonuses
to Defence:</b> +2 Will</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit
Points at 1<sup>st</sup> level:</b> 2d8+ Constitution score</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit Points
per level gained:</b> d8+ Constitution modifier</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Healing
Surges per day: </b>10+ Constitution Modifier</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill
Points at 1<sup>st</sup> level: </b>(2 + Intelligence Modifier) x4</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill
Points per level: </b>2 + Intelligence Modifier</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Attack
Growth:</b> 6 levels</div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l3 level1 lfo1; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Class
Skills: </b>Acrobatics, Bluff, Climb, Diplomacy, Handle Animal, Intimidate,
Jump, Knowledge (Nature), Knowledge (Dungeoneering), Ride, Spellcraft,
Survival, Swim</div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<u>Class Features</u></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l2 level1 lfo2; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Magic</b> (1<sup>st</sup> level)</div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
You know how
to cast Primal spells from the Primal spell list. However,</div>
<div class="MsoNormal" style="text-align: justify;">
you can only learn spells with
the Keyword specified in your Elemental Avatar choice. You can refresh your
spell slots per day by spending an hour in silent meditation to re-attune
yourself to your element. Failure to do so means that your spell slots are not
refreshed. Because you do not subscribe to a particular Spirit, and thus there
is no being to revoke your power, there is no long term consequence for failing
to meditate, merely that you cannot refresh your spells.</div>
<div class="MsoNormal" style="text-align: justify;">
You
gain access to the Magic Feats list, but not the Metamagic Feats list.</div>
<div class="MsoNormal" style="text-align: justify;">
Although
you suffer penalties to cast spells whilst wearing any kind of armour, you
suffer no penalties in armour made from your Elemental Avatar choice.</div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify; text-indent: 18.0pt;">
Elementalists begin play knowing two 1<sup>st</sup> level spells, and have
three spell slots.</div>
<div class="MsoNormal" style="margin-left: 72.0pt; mso-list: l0 level2 lfo3; tab-stops: list 72.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">·<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Magic
Points: </b>½ level + CHR modifier -2</div>
<div class="MsoNormal" style="margin-left: 72.0pt; mso-list: l0 level2 lfo3; tab-stops: list 72.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">·<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Spell
List:</b> Elementalists can choose spells from the Primal spell list, but are
restricted to spells with the Keyword specified in the Elemental Avatar class
feature.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l2 level1 lfo2; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Focus</b> (1<sup>st</sup> level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
You can use Rings
as magical implements for the purpose of casting your Primal spells, allowing
you to add its enchantment bonus to your spell attack and damage rolls. In
addition, when you manifest weapons and armour as per your Elemental Armaments
class feature, you add one of your rings’ enchantment bonus to your weapon
attack and damage rolls, and your shield’s AC and Reflex bonus. You may also
add your other rings’ enchantment bonus your armour AC bonus.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
You must
choose which rings apply to which sets of Manifested Armaments, as one ring
cannot enhance both weapons and armour. When you want to use the power of a
Ring for your Manifested Armaments, you gain its bonuses the next time you
meditate to reset your spells. This class feature does not allow you to equip
more than two rings at one time.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l0 level1 lfo3; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Armaments</b> (1<sup>st</sup> level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
You have the
power to cover your body in protective elemental armour, as well as manifest
elemental weapons. Although you can still wield weapons and armour you are
proficient with, using them restricts your ability to cast spells. If you wear
equipment other than clothing, you cannot cast your spells. Amulets, gloves,
belts, and similar magical accessories do not count, and you can wear them as
normal.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
As a full
round action, you can use your elemental powers to manifest weapons and armour
for you to wield. You can manifest any piece of weaponry or armour you are
proficient with, and the items appear in your hands and on your body
respectively. </div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
As a standard
action, you can change either your manifested weapons or armour into something
else, such as a longsword into a battleaxe or hide armour into banded mail.
Manifesting your armour provokes an attack of opportunity.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
You can end
these effects as a free action, leaving you standing as your armour falls to
the floor and disintegrates. If you are rendered unconscious, you cannot
manifest your armour, and it automatically dissipates.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
These
armaments cannot be given to someone else. If you remove armour, it
automatically disintegrates. In the same vein, if you are disarmed whilst
wielding an elemental weapon, the weapon falls to pieces as it hits the floor.
If you throw a thrown weapon, it disintegrates as soon as its attack is
resolved.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
Any armament
you create in this manner is identical to the mundane, however they all count
as magical for the purpose of overcoming insubstantiality, resistances, and
damaging other items.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
This Elemental
Armour and Weaponry, unlike mundane armour, does not inhibit your ability to
cast spells in any way. In addition, this equipment creates a subtle, yet
noticeable glow (or less subtle, in the case of Fire and Wind). Whilst you
manifest armaments, you suffer a -5 penalty to Stealth checks.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l0 level1 lfo3; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Command</b> (1<sup>st</sup> level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
When you hit
an enemy with a spell or weapon attack, you Mark that creature. If a creature
marked by you casts a spell or makes an attack that does not include you, you
can make an attack of opportunity or cast a spell against the target.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l2 level1 lfo2; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Avatar</b> (1<sup>st</sup> level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
You embody one
of the four prime elements of the world, and you are its avatar. Choose one of
the following Avatar choices. Once this has been made, it cannot be changed.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<i>Avatar of Air</i>: You can cast Primal
spells with the Lightning keyword. Your Elemental Armaments take the form of
surging electricity; your melee attacks gain the Lightning keyword, and you
gain Resist Lightning 10. When you shift whilst Manifesting Armaments, you can
shift one additional square and move either one enemy or willing ally into the
square you left.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<i>Avatar of Earth</i>: You can cast Primal
spells with the Acid keyword. Your Elemental Armaments take the form of thick
plates of onyx and stone, or rings of granite and shale; your melee attacks
gain the Acid keyword, and you gain Resist Acid 10. Whilst Manifesting
Armaments you gain Tremorsense 10, and you move two less squares than you
otherwise would when subject to forced movement.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<i>Avatar of Fire</i>: You can cast Primal
spells with the Fire keyword. Your Elemental Armaments take the form of
scorching flames, outlined and hilted in ashes and coal; your melee attacks
gain the Fire keyword, and you gain Resist Fire 10. Whilst Manifesting
Armaments, if a creature attacks you in melee range, it suffers Fire damage
equal to your CHR modifier.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<i>Avatar of Water</i>: You can cast Primal
spells with the Cold keyword. Your Elemental Armaments take the form of clean
sheets of ice and rime-coated edges; your melee attacks gain the Cold keyword,
and you gain Resist Cold 10. Whilst Manifesting Armaments, you can freeze water
in the square you stand on. As you leave the square, the water thaws. In
addition, you can breathe freely underwater.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l2 level1 lfo2; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Empowerment </b>(1st level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
You can twist
your spells into more varied forms. At 1st level and every 5<sup>th</sup> level
thereafter, you can choose one of these elemental empowerments to learn. Once
you select the Empowerment and its target spell, it cannot be changed. One
spell can only be subject to up to 3 Empowerments. </div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Counter</i>: Select one spell you
know. When you cast this spell, you can make an immediate saving throw against
one negative condition you are currently affected by.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Elemental Dash</i>: Select one spell you
know. When you cast this spell, you gain
a +4 bonus to</div>
<div class="MsoNormal" style="text-align: justify;">
speed until the end of your next turn.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Dispel</i>: Select one spell you
know. This spell can be used in the same manner as the Equilibrium spell.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Favour</i>: Select one spell you
know. You gain a +2 bonus to attack and damage rolls with this spell. This
Empowerment can be taken multiple times. </div>
<div class="MsoNormal" style="text-align: justify;">
<i><o:p></o:p></i></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Focus</i>: Select one spell you
know. When you cast this spell, you gain a +4 bonus to your next skill check
until the end of your next turn. This Empowerment can be taken multiple times.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Shield</i>: Select one spell you
know. When you cast this spell, you gain a +2 bonus to AC until the end of your
next turn. This Empowerment can be taken multiple times.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Smite</i>: Select one spell you
know. When you cast this spell, you gain a +2 bonus to your next attack roll
until the end of your next turn. This Empowerment can be taken multiple times.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Strike</i>: Select one spell you
know. When you cast this spell you gain a +2 bonus to your next damage roll
until the end of your next turn. This Empowerment can be taken multiple times.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">
<i>Elemental Surge</i>: Select one spell you
know. When you cast this spell, you may cast another as a minor action. This
Empowerment can be taken multiple times, but must be applied to different
spells.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l2 level1 lfo2; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Warrior</b> (2<sup>nd</sup> level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
Whenever you
gain a Combat Feat, you gain +1 Magic Point. This effect is not retroactive. In
addition, at 2<sup>nd</sup> level and every 6<sup>th</sup> level thereafter,
you gain a Combat Feat as a bonus feat.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l2 level1 lfo2; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Spellcaster</b> (4<sup>th</sup> level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
Whenever you
gain a Magic Feat, you gain +2 Hit Points. This effect is not retroactive. In
addition, at 4<sup>th</sup> level and every 6<sup>th</sup> level thereafter,
you gain a Magic Feat as a bonus feat.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l1 level1 lfo4; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Growth I</b> (5<sup>th</sup> level)<b><o:p></o:p></b></div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
The Resist
trait from your Elemental Avatar class feature rises by 5. In addition,</div>
<div class="MsoNormal" style="text-align: justify;">
when you score a critical hit
with an Elemental weapon, you deal 1d6 additional damage.</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l2 level1 lfo2; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Manipulator</b> (6<sup>th</sup> level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
Whenever you
gain a Skill Feat, you gain either +2 Hit Points or +1 Magic Point, chosen when
you gain the feat. This effect is not retroactive. In addition, at 6<sup>th</sup>
level and every 6<sup>th</sup> level thereafter, you gain a Skill Feat as a
bonus feat.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l1 level1 lfo4; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Growth II</b> (10<sup>th</sup> level)<b><o:p></o:p></b></div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
The Resist
trait from your Elemental Avatar class feature rises by 5. In addition,</div>
<div class="MsoNormal" style="text-align: justify;">
when you score a critical hit
with an Elemental weapon, you deal 3d6 additional damage.</div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l1 level1 lfo4; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Growth III</b> (15<sup>th</sup> level)<b><o:p></o:p></b></div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
The Resist
trait from your Elemental Avatar class feature rises by 5. In addition,</div>
<div class="MsoNormal" style="text-align: justify;">
when you score a critical hit
with an Elemental weapon, you deal 3d8 additional damage.</div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; mso-list: l1 level1 lfo4; tab-stops: list 36.0pt; text-align: justify; text-indent: -18.0pt;">
<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Elemental
Growth IV</b> (20<sup>th</sup> level)<b><o:p></o:p></b></div>
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The Resist
trait from your Elemental Avatar class feature rises by 5. In addition,</div>
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when you score a critical hit
with an Elemental weapon, you deal 5d8 additional damage.</div>
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<br /></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-62101630419338357062011-12-11T08:12:00.001-08:002011-12-11T08:15:34.937-08:00Martial Classes: Fighter<br />
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<b><u><span style="font-family: Castellar; font-size: 14pt;">Fighter</span></u></b></div>
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<br /></div>
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<i>“I fight because I can. You die because you
cannot.”</i></div>
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<br /></div>
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The
leader of an army, to the gladiator who proved worthy. The soldier who bested
his peers, to the knight seeking redemption. The peasant turned bounty hunter,
to the swordsman of a noble house. All of these are the fighter and more.</div>
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There
are a myriad number of reasons to take up arms; defence against a common foe,
the glory of battle, or the protection of others. Sometimes people fight for
less noble reasons, wealth and revenge cover most of these, while some poor
souls will know nothing else but a life of war.</div>
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Fighters
do not possess the savage fury and resilience of Barbarians. They do not swear
themselves to temporal laws as Chronarchs do. They do not bear the holy purpose of
Paladins. They are not gifted with the power of stealth that comes so easily to
Rogues. Instead, Fighters are paragons of battle. What they lack compared to
other occupations is made up with fighting skill and unbridled talent; a holy
smite may bring down a necromancer, but a good kick to the crotch will also do
the trick.</div>
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Fighters
have different backgrounds, but all of them develop their skill either through
training or harsh experience. As the fighter progresses throughout his career,
he becomes more adept with an arsenal of weapons, making him a lethal opponent
against any monster his group may face. Sometimes, a fighter will attempt to
broaden his knowledge, becoming a veritable master of weaponry. Others would
stick to what they know, and hone their prowess to an art. Then again, more
still would pick what works and run with it. It has been proven that throwing
Greatswords is an effective way to deal with a reanimated troll.</div>
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Despite
all of their flexibility, all Fighters share the unique talent to dominate the
battlefield with their presence. It is this trait that would have kept the
knight ahead of the charge, the gladiator alive or the phalanx infantry united.</div>
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<br /></div>
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<u>Class
Traits</u></div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Role</b>:
Fighters can be present anywhere in the battle and still contribute. They do
their best work at the front, attracting the attention of enemies so the rest
of his party can function.</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Alignment</b>:
Any</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Power
Source:</b> Martial </div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Key
Abilities:</b> Strength, Dexterity, Constitution, Wisdom, </div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Armour
Proficiencies:</b> Light, Medium and Heavy Armour, Light and Heavy Shields.</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Weapon
Proficiencies: </b>Simple Melee, Military Melee, Simple ranged, Military Ranged</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Bonuses
to Defence:</b> +2 Fortitude</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit
Points at 1<sup>st</sup> level:</b> 2d8+ Constitution score</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Hit
Points per level gained:</b> d8+ Constitution modifier</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Healing
Surges per day: </b>10+ Constitution Modifier</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill
Points at 1<sup>st</sup> level: </b>(2 + Intelligence Modifier) x4</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Skill
Points per level: </b>2 + Intelligence Modifier</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Attack
Growth:</b> 5 levels</div>
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<span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';">
</span></span><b>Class
Skills: </b>Climb, Craft, Handle Animal,
Intimidate, Jump, Knowledge (Engineering), Knowledge (Dungeoneering),
Profession, Ride, Survival, Swim</div>
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<br /></div>
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<br /></div>
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<u>Class Features</u></div>
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<br /></div>
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<b>Dominate the Field!</b> (1<sup>st</sup>
level)</div>
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You can choose
to Mark targets you hit or miss with weapon attacks. The</div>
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Mark ends at the end of your next
turn, or when another Mark replaces this one. If</div>
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the target shifts or makes an
attack that does not include you, you can make an </div>
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attack of opportunity against the
target.</div>
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<br /></div>
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<b>Call to Battle</b> (1<sup>st</sup> level)</div>
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At 1<sup>st</sup>
level, and every 7<sup>th</sup> level thereafter, choose one of the following
Calls to</div>
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<st1:city w:st="on"><st1:place w:st="on">Battle</st1:place></st1:city>. Once this choice has been made, it
cannot be changed.</div>
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<br /></div>
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<i>Anticipation</i>: Whilst you wield a one handed weapon in your main
hand, and your off hand is either free or is holding a shield, you gain a bonus
to AC equal to ½ your <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state>
modifier – 1.</div>
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<br /></div>
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<i>Bonesmasher</i>: The critical threat of your melee attacks with weapons
from the Mace group rises by 1.</div>
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<br /></div>
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<i>Bring the Hurt</i>: Whilst you wield a weapon from the Mace group, the
damage die for that weapon rises by 1.</div>
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<br /></div>
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<i>Chop ‘Em Up!</i>: When you score a critical hit with a weapon from the
Axe group, you deal additional damage equal to 3+ your CON modifier.</div>
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<br /></div>
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<i>Crack the Shell</i>: Whilst you wield a weapon from the Pick group,
enemies you mark suffer a penalty to AC equal to ½ your CON modifier.</div>
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<br /></div>
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<i>Cut and Run</i>: When you hit a target you have marked with a weapon
from the Light Blades group, you gain a bonus to speed equal to ½ DEX modifier
until the end of your next turn.</div>
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<br /></div>
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<i>Defensive Offence</i>: If a target hits you with a melee attack, you
can Shield Bash the target as an immediate reaction.</div>
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<br /></div>
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<i>Defensive Reactions:</i> If you hit a target granted by your Dominate
the Field class feature, and you are equipped with a shield, you may push the
target one square.</div>
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<br /></div>
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<i>Dirty Combat</i>: If you hit a target granted by your Dominate the
Field class feature, end the target’s movement, if it was moving.</div>
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<br /></div>
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<i>End the Struggle</i>: When you score a critical hit whilst wielding a
weapon from the Pick group, the attack deals 1[W] extra damage.</div>
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<br /></div>
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<i>Flick Aside</i>: When you score a critical hit with a weapon from the
Flail group, you can slide the target a number of squares equal to ½ DEX
modifier.</div>
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<br /></div>
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<i>Fullbring</i>: Whilst wielding a weapon in the Heavy Blade category, if
you miss an opportunity attack granted by your Dominate the Field class
feature, it does not consume your opportunity attack for the round.</div>
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<br /></div>
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<i>Gravitas</i>: Whilst wielding a weapon in the Polearm category, you
gain a bonus to attack rolls equal to ½ <st1:place w:st="on"><st1:state w:st="on">WIS</st1:state></st1:place>
modifier.</div>
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<br /></div>
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<i>Heavier Than You Think</i>: You can perform a shield bash with a
buckler. It deals 1d4 damage.</div>
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<br /></div>
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<i>Hit The Anvil</i>: When you score a critical hit with a weapon from the
Hammer group, the target is stunned until the end of your next turn.</div>
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<br /></div>
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<i>Lacerate The Blow</i>: When you score a critical hit with a weapon in
the Light Blade group, the target is slowed and cannot shift until the end of
your next turn.</div>
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<br /></div>
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<i>Lighter Than Air</i>: You can perform a shield bash with a tower
shield. It deals 1d6 damage. </div>
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<br /></div>
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<i>Overwhelm</i>: Whilst wielding a one handed weapon, you deal extra
damage with your melee attacks equal to ½ STR modifier.</div>
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<br /></div>
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<i>Peasantborn:</i> All simple weapons you wield have the High Crit
ability.</div>
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<br /></div>
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<i>Phalanx Strategy</i>: You can wield any Spear in your size category in
one hand, so long as you equip a shield in your off hand.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Puncture</i>: When you score a critical hit whilst wielding a weapon in
the Spear group, you deal extra damage equal to 2x DEX modifier.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Punishing Combat:</i> When you are granted an opportunity attack from
your Dominate the Field class feature, add your <st1:place w:st="on"><st1:state w:st="on">WIS</st1:state></st1:place> modifier to the damage roll.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Quick on the Floor</i>: Whilst you wield a weapon from the Polearm
group, you can fall prone or stand from prone as a free action.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Rend Asunder</i>: Whilst wielding a two handed weapon, your missed
melee attacks deal STR modifier damage. This damage can hit minions, even
though it is the result of a missed attack.</div>
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<br /></div>
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<i>Silverstep</i>: Whilst wielding a weapon in the Spear group, whenever
you bull rush a target, you can shift a number of squares equal to your DEX
modifer.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Sorrowful Chains</i>: When you hit a target with a weapon from the
Flail group from an attack granted by your Dominate the Field class feature,
the target suffers a penalty to all defences until the end of its next turn
equal to your DEX modifier.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<st1:place w:st="on"><st1:city w:st="on"><i>Split</i></st1:city></st1:place><i> in Two</i>: Whilst wielding a weapon from
the Axe group, your missed melee attacks deal ½ CON modifier damage.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Strike the Iron</i>: When you bloody a target with a weapon from the
Hammer group, you gain temporary hit points equal to 2x CON modifier. These
temporary hit points stack with any existing temporary hit points you otherwise
have.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Superior Combat</i>: When you are granted an opportunity attack from
your Dominate the Field class feature, add your <st1:place w:st="on"><st1:state w:st="on">WIS</st1:state></st1:place> modifier to the attack roll.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Swift Combat:</i> When you are granted an opportunity attack from your
Dominate the Field class feature, you can shift a number of squares equal to
your DEX modifier instead. </div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Take The Field</i>: You gain a bonus to melee attack rolls equal to ½
DEX modifier whilst wielding a weapon from the Heavy Blade group against
targets you have marked.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Take Them Apart</i>: When you charge a target whilst wielding a two
handed weapon, you knock the target prone after you roll your attack rolls if
the target is one size category larger than you or smaller.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Unarmed Technique</i>: You gain a + 1 bonus to Grapple, Bull Rush, Pull
and Trip attack rolls per tier whilst unarmed.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Unarmed Toughness</i>: The damage die for your unarmed attacks rises by
1.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Void the Advantage: </i>whilst wielding a weapon from the Staff group,
you gain a bonus to all defences equal to ½ CON modifier.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
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<b>Bonus Feats</b></div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
At 1<sup>st</sup>
level, and every even level thereafter, you gain a bonus feat from the Combat
Feats section in addition to the feats for normal character growth. This means
that the Fighter gains a new feat at every level. </div>
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<br /></div>
<div class="MsoNormal" style="margin-left: 18.0pt; text-align: justify;">
<b>Armour Specialisation</b> (3<sup>rd</sup>
level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
Choose one
kind of armour (Plate, chain mail etc). You gain a +1 bonus to AC, the maximum
DEX bonus of your armour, and you reduce armour check penalties by 1. This
bonus rises by 1 at 7<sup>th</sup> level and every 4<sup>th</sup> level
thereafter</div>
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<br /></div>
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<b>Weapon Specialisation</b> (5<sup>th</sup>
level)</div>
<div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;">
Choose one
weapon category. You gain a +1 bonus to attack and damage rolls with weapons in
that category. This bonus rises by 1 at
9<sup>th</sup> level and every 4<sup>th</sup> level thereafter.</div>
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<br /></div>
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<b>Lord of Arms</b> (20<sup>th</sup> level)</div>
<div class="MsoNormal" style="text-align: justify;">
Choose one weapon within the
weapon category you chose for Weapon Specialisation (Longsword for Heavy
Blades, etc). The critical range for that weapon rises by one, and deals an
extra 1[W] damage on a critical hit. In addition, you cannot be disarmed whilst
fighting with that weapon.</div>
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<br /></div>
<div class="MsoNormal">
<br /></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-87430018695167581842011-12-06T15:04:00.001-08:002011-12-06T15:05:13.691-08:00Divine Classes: Inquisitor<div class="MsoNormal" style="text-align: justify;"><u><span style="font-family: Castellar; font-size: 14pt;">Inquisitor</span></u><span style="font-size: 14pt;"><o:p></o:p></span></div><div class="MsoNormal" style="text-align: justify;"><span style="font-size: 14pt;"> </span><i>“It’d be laughable if you said you weren’t expecting me.”</i><o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"> Inquisitors are divine agents employed when holy doctrine and righteous vindication aren’t enough to win the day. Inquisitors root out enemies of the faith with steel and fire and hate. They are unrelenting in their pursuit of the unfaithful, and many are fanatically driven to obsession with their chosen quarry. Although they venerate a deity, or more often a group of deities, they are not subscribed to their teachings, often adhering to their own sense of macabre justice. <o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;"><u>Class Traits</u><u><o:p></o:p></u></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Role</b>: Inquisitors do their best work against single target enemies, and using their Judgement abilities to empower themselves/<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Alignment</b>: An Inquisitor’s alignment must be one step away from the alignment of their deity.<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Power Source:</b> Divine<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Key Abilities:</b> Charisma<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Armour Proficiencies:</b> Light, Medium.<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Weapon Proficiencies: </b>Simple Melee, Military Melee, Simple ranged<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Bonuses to Defence:</b> +1 Fortitude, Reflex, Will<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Hit Points at 1<sup>st</sup> level:</b> 2d8+ Constitution score<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Hit Points per level gained:</b> d8+ Constitution modifier<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Healing Surges per day: </b>8+ Constitution Modifier<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Skill Points at 1<sup>st</sup> level: </b>(2 + Intelligence Modifier) x4<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Skill Points per level: </b>2 + Intelligence Modifier<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Attack Growth:</b> 6 levels<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l1 level1 lfo1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Class Skills: </b>Climb, Diplomacy, Endurance, Intimidate, Jump, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (History), Knowledge (Nobility), Knowledge (Religion), Perception, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><u>Class Features<o:p></o:p></u></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l2 level1 lfo3; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Herald of the Faith (1<sup>st</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">You gain Versatile Channeller as a bonus feat. In addition, you can choose three Orison Divine spells to learn. You can cast these spells without limit. In combat, as a standard action, you can choose to exchange an existing Orison you know for another. At the end of the encounter, your Orisons reset to your original spell selections.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l2 level1 lfo3; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Inquisitor’s Retinue (1<sup>st</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">Your adventuring allies compose your retinue, although you may not necessarily be the leader of the group. You gain bonuses dependant on which classes you adventure with. Two or more characters of the same class will produce cumulative results. Consult the table below for the bonuses you receive.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><table border="1" cellpadding="0" class="MsoTableGrid" style="border: inset 1.0pt; mso-border-alt: inset windowtext .75pt; mso-border-insideh: .75pt inset windowtext; mso-border-insidev: .75pt inset windowtext; mso-cellspacing: 1.4pt; mso-padding-alt: 0cm 5.4pt 0cm 5.4pt; mso-yfti-tbllook: 480;"><tbody>
<tr style="height: 20.25pt; mso-yfti-firstrow: yes; mso-yfti-irow: 0;"> <td style="background: #E6E6E6; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Class<o:p></o:p></div></td> <td style="background: #E6E6E6; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Inquisitor’s bonus<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 1;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Artificer<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to ranged attack rolls<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 2;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Barbarian<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to melee damage rolls<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 3;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Bard<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to Healing effects<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 4;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Chloromancer<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to Healing effects<o:p></o:p></div></td> </tr>
<tr style="height: 21.4pt; mso-yfti-irow: 5;"> <td style="border: outset 1.0pt; height: 21.4pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Chronarch<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 21.4pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to melee attack rolls<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 6;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Cleric<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to AC<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 7;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Doomguard<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to melee damage rolls<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 8;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Faustian<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to Fortitude<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 9;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Fighter<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to melee attack rolls<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 10;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Monk<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to Will<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 11;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Paladin<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to AC<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 12;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Psion<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to Will<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 13;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Ranger<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to ranged damage rolls<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 14;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Rogue<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 Reflex<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 15;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Shadowdancer<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 Reflex<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 16;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Sorcerer<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to ranged damage rolls<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 17;"> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Totemic<o:p></o:p></div></td> <td style="border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to Fortitude<o:p></o:p></div></td> </tr>
<tr style="height: 20.25pt; mso-yfti-irow: 18; mso-yfti-lastrow: yes;"> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">Wizard<o:p></o:p></div></td> <td style="background: #F3F3F3; border: outset 1.0pt; height: 20.25pt; mso-border-alt: outset windowtext .75pt; padding: 0cm 5.4pt 0cm 5.4pt; width: 192.2pt;" valign="top" width="256"><div class="MsoNormal" style="text-align: justify;">+1 to ranged attack rolls<o:p></o:p></div></td> </tr>
</tbody></table><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 54.0pt; mso-list: l3 level1 lfo2; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Judgement: </b>(1<sup>st</sup> level, 8<sup>th</sup> level, 16<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;">Once per round as a minor action, you can pick one target you can see, and declare them as Judged. <o:p></o:p></div><div class="Body1" style="mso-pagination: none; text-align: justify; text-indent: 36.0pt;">When you declare Judgement, select a Sentence from the following list. The bonus for Sentencing an enemy remains active, unless you cannot channel your power for whatever reason, such has Fear or Stunning attacks, or you are Unconscious or Dead. These bonuses cannot be chosen more than once per Judgement unless otherwise noted, and you can change the Sentence with a minor action. Judging a target is not a subtle course of action. Any time you Judge a target, you automatically come out from hiding.<o:p></o:p></div><div class="Body1" style="mso-pagination: none; text-align: justify; text-indent: 36.0pt;">At 8<sup>th</sup> and 16<sup>th</sup> level, one additional Sentence can be chosen per Judgement, for a total of two and three bonuses respectively on one target. <o:p></o:p></div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Destruction</i>: You gain a +1 bonus on all damage rolls against the target. This bonus increases by +1 at 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Healing</i>: You gain Regeneration 2. This effect lasts if the target of the Judgement is alive. The Regeneration increases by 1 at 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Justice</i>: You gain a +1 bonus on all attack rolls against the target. This bonus increases by +1 at 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter. If you score a critical hit whilst under this effect, this bonus is also added to the damage of the attack.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Piercing</i>: Your spells ignore up to 3 Resistance against their targets. This bonus rises by 2 at 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Protection</i>: You gain a +1 bonus to AC. This bonus rises at 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter. When you are targeted by a critical hit, reduce the damage inflicted this bonus.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Purity</i>: You gain a +1 bonus to all saving throws. This bonus rises at 8<sup>th</sup> level and every 8<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Resiliency</i>: You gain Resist Physical 3. This bonus rises by 2 at 5<sup>th</sup> level and every 5<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Resistance</i>: You gain either Resist Fire, Cold, Acid, Lightning or Sonic 5, as chosen when you Judge the target. This bonus rises by 2 at 3<sup>rd</sup> level and every 3<sup>rd</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i><span lang="EN-US">Smiting</span></i><span lang="EN-US">: Your weapons ignore insubstantiality. The target loses its ability to regenerate, if it has one, for one round, and can die normally if slain by this Sentence.</span><o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">. <o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Skilful Combatant (1<sup>st</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">You gain a +1 bonus to either attack rolls, damage rolls, Hit Points or Skill Points when you gain a Skill Feat, chosen when you obtain the feat. In addition, at 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter, you gain a Skill Feat as a bonus feat.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l3 level1 lfo2; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Oaths of Service (1<sup>st</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">Choose one of the following oaths to subscribe to. Once the choice has been made, it cannot be changed.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><i>Ecclesiarches Oath</i>: You gain a +1 bonus to all damage rolls against the target of your Judgement equal to how many allies are adjacent to it. Whilst you are wearing padded cloth armour and no shield, you gain a +3 bonus to AC. Once per encounter, when you would make a <st1:place w:st="on"><st1:state w:st="on">WIS</st1:state></st1:place> based skill check, you can roll twice and take either result.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><i>Orator’s Oath</i>: If the target of your Judgement falls prone, is subject to forced movement or is disarmed, you gain an attack of opportunity against it. Your ranged attacks do not provoke attacks of opportunity from your enemies, and you can sheath a ranged weapon after you fire it to draw a melee weapon as a free action. Once per encounter, when you would make a CHR based skill check, you can roll twice and take either result.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 18.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify;"> <i>Purgator’s Oath</i>: Your melee attacks gain the Fire and Radiant keywords against the target of your Judgement. You can choose to make any weapon you wield gain the Vicious special weapon ability. Once per encounter, when you would make an INT based skill check, you can roll twice and take either result. <o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"> <i>Pursuer’s Oath</i>: If the Target of your Judgement moves away from you willingly, you gain a bonus to damage rolls against the target equal to 2 + your INT modifier until the end of your next turn. This bonus rises by 2 per tier. You gain a +1 bonus to speed, and you gain an additional +1 bonus to speed when you charge. Once per encounter, when you would make a STR based skill check, you can roll twice and take either result.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"> <i>Retributor’s Oath</i>: When any enemy other than the target of your Judgement hits you, you gain a bonus to damage rolls against the target of your Judgement equal to your INT modifier until the end of your turn. This effect is cumulative. Whilst you wield a light weapon in both hands, you gain a +2 bonus to AC against opportunity attacks. Once per encounter, when you would make a DEX based skill check, you can roll twice and take either result. <o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Domain of the Inquisition (2nd level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">You choose one domain that belongs to your deity. You gain powers from that domain as you grow in level. Your domain will grant you its powers at 2<sup>nd</sup> level and every 4<sup>th</sup> level thereafter<o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Quick Off the Mark (3<sup>rd</sup> level)<o:p></o:p></div><div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">When you roll initiative, you gain a 1d4 bonus to the roll.<o:p></o:p></div><div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Seeker of Truths (5<sup>th</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">For a limited number of rounds per day, you can tell if a creature is telling truths or lies. In order to use this power, you must be within 5 squares of the target, and you can only concentrate on one target at a time, although you can concentrate on a different target per round. This power does not grant you the ability to discover the truth, nor uncover unintentional accuracies and evasions. The number of rounds you can use this ability is equal to your Sense Motive skill.<o:p></o:p></div><div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Edge of Mercy (7<sup>th</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">For a limited number of rounds per day, you can grant any weapon you wield with the Merciful special power. The number of rounds you can use this ability is equal to your Knowledge (Religion) skill.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><st1:city w:st="on"><st1:place w:st="on">Walker</st1:place></st1:city> of Moonlight (9<sup>th</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">For a limited number of rounds per day, you can tread silently. This means you do not make Stealth checks for enemies that need to hear you to see you, or cannot see you otherwise. The number of rounds you can use this ability is equal to your Stealth skill.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Rage of Judgement (11<sup>th</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">For a limited number of rounds per day, you can use your Judgement effects if you were 8 levels higher than you actually are. While this power is active, you cannot use a minor action to change the effect of your Judgement. The number of rounds you can use this ability is equal to your Endurance skill.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Gaze of Anticipation (13<sup>th</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">For a limited number of rounds per day, you gain a bonus to Disable Device checks equal to ½ your level. The number of rounds you can use this ability is equal to your Perception skill.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Edge of Retribution (15<sup>th</sup> level)<o:p></o:p></div><div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;">For a limited number of rounds per day, you can make an attack of<o:p></o:p></div><div class="MsoNormal" style="text-align: justify;">opportunity against any creature that damages you. The number of rounds you can use this ability is equal to your Survival skill.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Knowledge of Experience (17<sup>th</sup> level)<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;">For a limited number of rounds per day, you can make Knowledge checks as if you were trained. In addition, you can make a Knowledge check as a free action whenever you encounter a creature to determine its strengths and weaknesses. The number of rounds you can use this ability is equal to your Spellcraft skill.<o:p></o:p></div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: 36.0pt;"><br />
</div><div class="MsoNormal" style="margin-left: 54.0pt; mso-list: l0 level1 lfo4; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span>Execute (20<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 18.0pt;">Once per day, you can attempt to Execute a bloodied enemy. Before the attack roll, announce the intent to Execute the target. If the attack hits, it deals damage as normal. You must make an immediate second attack against the target’s Fortitude. If the attack hits, the target dies. If the Execute attempt misses, it is still consumed for the day. <span style="color: windowtext; font-size: 10pt;"><o:p></o:p></span></div><div class="MsoNormal" style="margin-left: 36.0pt; text-align: justify;"><br />
</div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-59942467178392796162011-12-04T09:58:00.000-08:002011-12-04T10:01:56.714-08:00Psionic Classes: Chronarch<div class="Body1" style="margin-left: 18.0pt; mso-outline-level: 1; text-align: justify;"><b><u><span style="font-family: Castellar; font-size: 14pt;">Chronarch </span></u></b><b><span style="font-family: Castellar; font-size: 14pt;"><o:p></o:p></span></b></div><div class="Body1" style="margin-left: 18.0pt; mso-outline-level: 1; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 18.0pt; mso-outline-level: 1; text-align: justify;"> <i>“Time is cruel. I can see the end of all things, and I see nothing.”<o:p></o:p></i></div><div class="Body1" style="margin-left: 18.0pt; mso-outline-level: 1; text-align: justify;"><br />
</div><div class="Body1" style="mso-outline-level: 1; text-align: justify;"> Chronomancy, or the art of manipulating time, is a very specific manifestation of Psionic power. Although spells have been created that speed personal time for one or more people, Chronomancy is the manipulation of time on a universal level. Those unique individuals that have been trained in this art are not called Chronomancers, as that is a name coined by Wizards who study temporal magics. To define themselves, this group have named themselves Chronarchs, literally ‘Lord of Time.’<o:p></o:p></div><div class="Body1" style="mso-outline-level: 1; text-align: justify;"> All Chronarchs belong to the same autarchy named the Fatherhood of the Weave. Stationed in the Astral Sea, the Elemental Chaos and even the Abyss, they represent a united front against the Outer Realm’s warping incursions by ensuring the sanctity of time. Although there are inevitable factions in the Fatherhood, divided by the method by which they achieve their goal, all Chronarchs will work together regardless of race or gender. <o:p></o:p></div><div class="Body1" style="mso-outline-level: 1; text-align: justify;"> The Fatherhood educates their acolytes in academics and combat. Theirs is a style that shies away from brute force, favouring tactical opportunity and advantageous positioning over vicious assaults.<o:p></o:p></div><div class="Body1" style="mso-outline-level: 1; text-align: justify;"> A Chronarch’s real talent lies in their ability to twist the fabric of the universe to better suit themselves. They can take fractions of unused time and rearrange it to grant themselves extra actions, change the outcome of potentially fatal effects, create their own personal time-space to experiment in battle, and even steal the time of an enemy to use as a weapon.<o:p></o:p></div><div class="Body1" style="margin-left: 18.0pt; mso-outline-level: 1; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 18.0pt; mso-outline-level: 1; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Role</b>: Chronarchs twist the workings of time to manipulate the battlefield from the front line. They defend allies by borrowing time from them, stealing time from their enemies, and recycling it as powerful effects.<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Alignment</b>: Any, although many Chronarchs tend to be Lawful Neutral.<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Power Source:</b> Psionic<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Key Abilities:</b> Constitution, Intelligence, Wisdom, Charisma<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Armour Proficiencies:</b> Light armour, medium armour.<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Weapon Proficiencies: </b>Simple melee, simple ranged weapons.<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Bonuses to Defence:</b> +1 Fortitude, +1 Will, +1 Reflex<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Hit Points at 1<sup>st</sup> level:</b> 2d8 + Constitution score<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Hit Points per level gained:</b> d8 + Constitution modifier<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Healing Surges per day: </b>10 + Constitution Modifier<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Skill Points at 1<sup>st</sup> level: </b>(2 + Intelligence Modifier) x4<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Skill Points per level: </b>2 + Intelligence Modifier<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Attack Growth:</b> 6 levels.<o:p></o:p></div><div class="Body1" style="margin-left: 54.0pt; mso-list: l0 level1 lfo1; mso-outline-level: 1; tab-stops: list 54.0pt; text-align: justify; text-indent: -18.0pt;"><span style="color: windowtext; font-family: Symbol;">¨<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span></span><b>Class Skills:</b> Acrobatics, Appraise, Endurance, Jump, Knowledge (all), Linguistics, Perception, Sense Motive, Survival<o:p></o:p></div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify;"><u>Class Features</u><o:p></o:p></div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;"><b>Army of One</b> (1<sup>st</sup> level)<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;">You gain a bonus to AC equal to the number of Teamwork Feats you have. In addition, all of your allies are treated as if they possess the same feats for the purpose of activating your Teamwork Feats.<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;">At 1<sup>st</sup> level, you gain a Teamwork Feat as a bonus feat. At 4<sup>th</sup> level and every 4<sup>th</sup> level thereafter, you gain another Teamwork Feat as a bonus feat.<o:p></o:p></div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify;"> <b>Cut the Weave</b> (1<sup>st</sup> level)<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;">You have been trained to be particularly lethal with a Scythe. As a full attack action, you can make an additional attack with your Scythe once per turn. This attack gains the Brutal 1 property.<o:p></o:p></div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify;"> <b>Echo of The End </b>(1st level)<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;">You gain an Aura 1 effect. All enemies in the aura are marked by you. Enemies that leave the aura retain their mark until the end of their turn.<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;"><br />
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</div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;"><b>Weave Weapon Training</b> (1<sup>st</sup> level)<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;">You gain a +1 bonus to attack rolls whilst wielding a Scythe. You can choose to use your INT score for the purpose of calculating attack and damage rolls whilst wielding a Scythe. Choose one of the following Weapon Training options. Once this has been chosen, it cannot be changed.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Battening Reed</i>: You treat Scythes as having the Brutal 1 trait, and you gain a bonus to melee damage rolls equal to ½ your CON modifier. This Brutal trait stacks with the Brutal effect of Cut the Weave.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Standing Warp</i>: You treat Scythes as Polearms, Light Blades and Light Thrown (range 3/6) weapons.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Folding Weft</i>:<i> </i>You treat Scythes as Versatile and Off-hand weapons. <o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;"><i>Opening Loom</i>:<i> </i>You treat Scythes as Reach weapons. The size of your aura rises by 1.<o:p></o:p></div><div class="Body1" style="text-align: justify;"><br />
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</div><div class="Body1" style="text-align: justify;"> <b>Ruler of the Seven Seals</b> (1st level)<o:p></o:p></div><div class="Body1" style="text-align: justify; text-indent: 36.0pt;">At 1st level, you choose one Reign from the list below. Once this choice has been made, it cannot be changed. <o:p></o:p></div><div class="Body1" style="text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Reign of War</i>: When an enemy marked by you makes an attack that does not include you, you can make an opportunity attack against the target. You can use 1 Second or minor action you did not use on your last turn to perform your Cut the Weave in addition to this attack.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Reign of Famine</i>: When an enemy marked by you makes an attack that does not include you, the enemy becomes Weakened before the damage resolves. This effect lasts until the end of the enemy’s turn. You can use 1 Second or minor action you did not use on your last turn to extend the Weakened effect for a number of rounds equal to your DEX modifier.<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><i>Reign of Pestilence</i>: When an enemy marked by you makes an attack that does not include you, the enemy suffers Poison damage equal to 2x your <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state> modifier. You can use 1 Second or minor action you did not use on your last turn to infect the target with Ongoing Poison damage equal to your <st1:state w:st="on"><st1:place w:st="on">WIS</st1:place></st1:state> modifier (save ends).<o:p></o:p></div><div class="Body1" style="margin-left: 36.0pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 36.0pt; tab-stops: center 258.95pt; text-align: justify;"><i>Reign of Death</i>: When you reach 0 Hit Points, you do not fall unconscious. Instead, you remain fighting, but you must still make death saving throws. When an enemy marked by you makes an attack that does not include you, you can slide the target 1 square after the attack is resolved. You can use 1 Second or minor action you did not use on your last turn to slide the target an additional number of squares equal to ½ your CHR modifier.<o:p></o:p></div><div class="Body1" style="tab-stops: center 258.95pt; text-align: justify;"><br />
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</div><div class="Body1" style="tab-stops: center 258.95pt; text-align: justify; text-indent: 35.45pt;"><b>Lord of Time</b> (1<sup>st</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: center 258.95pt; text-align: justify; text-indent: 35.45pt;">You can manifest Psionic power. Chronarchs keep track of and can manipulate Seconds. As such, their Psionic powers are much more subtle than other Psionic classes. Often, this takes the form of minor time, unused seconds. As the Chronarch becomes more adept, they can borrow the time of others, and steal the time from enemies. <o:p></o:p></div><div class="Body1" style="tab-stops: center 258.95pt; text-align: justify; text-indent: 35.45pt;">The number of Seconds you can manipulate per day is equal to your level + your INT modifier x2.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt center 258.95pt; text-align: justify;"> <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt center 258.95pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt center 258.95pt; text-align: justify;"><b> Temporal Dictum</b> (1st level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> Seconds are not a resource, per se. They are not like Spell Slots or Ki, where they can be spent and regained. There is only so much time in the universe; a Chronarch merely has the power to rearrange it.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> Manipulating Seconds is a free action. You can borrow any action from your previous turn or future turn to use in your current turn. You must declare which actions you are adjusting at the beginning of your turn. At the beginning of an encounter, you count as taking no action on the previous turn. The number of Seconds you have to use to manipulate these actions is the normal time it takes to make them;<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 62.25pt; mso-list: l1 level1 lfo2; mso-text-indent-alt: -9.0pt; tab-stops: 35.45pt list 62.25pt; text-align: justify; text-indent: -62.25pt;"><span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>I.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>A full round action takes 6 seconds. <o:p></o:p></div><div class="Body1" style="margin-left: 62.25pt; mso-list: l1 level1 lfo2; mso-text-indent-alt: -9.0pt; tab-stops: 35.45pt list 62.25pt; text-align: justify; text-indent: -62.25pt;"><span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>II.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>An advanced action takes 4 seconds.<o:p></o:p></div><div class="Body1" style="margin-left: 62.25pt; mso-list: l1 level1 lfo2; mso-text-indent-alt: -9.0pt; tab-stops: 35.45pt list 62.25pt; text-align: justify; text-indent: -62.25pt;"><span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>III.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>A standard action takes 3 seconds. <o:p></o:p></div><div class="Body1" style="margin-left: 62.25pt; mso-list: l1 level1 lfo2; mso-text-indent-alt: -9.0pt; tab-stops: 35.45pt list 62.25pt; text-align: justify; text-indent: -62.25pt;"><span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>IV.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>A move action takes 2 seconds. <o:p></o:p></div><div class="Body1" style="margin-left: 62.25pt; mso-list: l1 level1 lfo2; mso-text-indent-alt: -9.0pt; tab-stops: 35.45pt list 62.25pt; text-align: justify; text-indent: -62.25pt;"><span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>V.<span style="font: normal normal normal 7pt/normal 'Times New Roman';"> </span>A minor action takes 1 second. <o:p></o:p></div><div class="Body1" style="margin-left: 53.25pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> Once you borrow your time from that turn, you cannot use the action. For example, if you did not use your minor action last turn, you can use 1 Second to use it on this turn, giving you two minor actions, one move action and one standard action. <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> If you want to take the standard action of your next turn, you can use 3 Seconds to use it on this turn, granting you two standard actions (potentially two whole attack rounds). However, because you used next turn’s standard action on this turn, you do not get to use it on your next, leaving you with only a move and minor action.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> In addition to using actions of the past and future, you can take use the time you glean to augment your regular actions. This is called a Temporal Dictum. All of the following bonuses only last until the end of your turn. After that, they are wasted, and the time is still consumed. You can use a Dictum more than once per turn, but their effects do not stack. For example, if you used Skill Thread twice, you gain a 1d4 bonus to two different skill checks rather than a 2d4 bonus to one skill check. You can use two different Dictums on the same action. Attack Thread and Damage Thread can be used on the same attack, for example. <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> All Chronarchs know how to use the following Temporal Dictums;<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Armour Thread</i>: 1 Second. You gain a 1d4 bonus to AC until the beginning of your next turn. This bonus rises by 1d4 at 8<sup>th</sup> level and every 8<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Attack Thread</i>: 1 Second. You gain a 1d4 bonus to one attack roll. This bonus rises by 1d4 at 8<sup>th</sup> level and every 8<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Damage Thread</i>: 1 Second. You gain a 1d4 bonus to one damage roll. This bonus rises by 1d4 at 8<sup>th</sup> level and every 8<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Skill Thread</i>: 1 Second. You gain a 1d4 bonus to one skill check. This bonus rises by 1d4 at 8<sup>th</sup> level and every 8<sup>th</sup> level thereafter. This roll must represent a single action that occurs in one round (you can gain a bonus to Jump over a chasm, but not to Craft an item over several days).<o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Speed Thread</i>: 1 Second. You gain a 1d4 bonus to Speed. <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> At 2<sup>nd</sup> level and every 4<sup>th</sup> level thereafter, you learn a new Temporal Dictum from the list below;<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"> <i>Calm Thread</i>: 6 Seconds. You can take 10 on your next skill check, even if there are environmental distractions. <o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Charging Thread</i>: 3 Seconds. You charge one enemy. <o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Climbing Thread</i>: 2 Seconds. You move up to your speed. You gain Spider Climb for this movement. Ending the movement on a wall or ceiling results in a fall to the ground.<o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Defender’s Thread</i>: 4 Seconds. You make a total defence action.<o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Destroyer’s Thread</i>: 5 Seconds. You make a full attack action. <o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Evasive Thread</i>: 1 Second. You gain a 1d4 bonus to Reflex until the beginning of your next turn. This bonus rises by 1d4 at 8<sup>th</sup> level and every 8<sup>th</sup> level thereafter.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Gliding Thread</i>: 3 Seconds. You move up to your speed. You can walk on air as if it were solid ground. Ending the movement in the air results in a fall to the ground.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Grappling Thread</i>: 1 Second. You make a Grapple attack.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Healing Thread</i>: 4 Seconds. You regain a Healing Surge.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Hopping Thread</i>: 3 Seconds. You teleport a distance up to your speed.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Pulling Thread</i>: 2 Seconds. You make a Pull attack.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Pushing Thread</i>: 2 Seconds. You make a Bull Rush attack.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Running Thread</i>: 1 Second. You move up to your speed.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><i>Saving Thread</i>: 1 Second. You gain a +2 bonus to one saving throw.<o:p></o:p></div><div class="Body1" style="margin-left: 35.45pt; tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><i> Strike Thread</i>: 2 Seconds. You make a basic melee attack.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Toppling Thread</i>: 1 Second. You make a Trip attack.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <i>Weaving Thread</i>: 1 Second. You shift one square.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <b>Veto</b> (3<sup>rd</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You gain the power to enter your own personal time space, and experiment with the future. At the beginning of your turn, you can opt to enter your own personal time. During this turn, you make your actions as normal, but you cannot use your Temporal Dictum class feature. If you have used the actions of this turn in a previous one, you are still penalised as normal. If you are happy with the outcome of your turn, you can continue it and end it as normal.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> If at any point you are not happy with your turn you can use Veto, and rewind the turn to a previous point. You lose Seconds equal to the cost of the action you Vetoed. You can rewind more than one action, potentially undoing an entire poor turn. If you are killed or rendered unconscious in your personal time, you automatically revert to the beginning of your turn.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You can only activate Veto once per encounter.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <b>Servitude</b> (6<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You gain the power to borrow time from an adjacent ally. You can borrow time from one willing adjacent ally in the same manner that you use time from your past and future turns. You cannot borrow time from a dying ally. You cannot combine two sources of time. You can only borrow time from either yourself or your ally.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
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</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <b>Improved Veto</b> (9<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You can activate Veto twice per encounter. You can use Temporal Dictum with your Veto, but only to a maximum of 1 Second.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <b>Annex</b> (12<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You gain the power to steal time from enemies. You can steal time from one enemy you have marked in the same manner that you use time from your past and future turns. You choose which enemy to drain this time from at the beginning of your turn. You can only steal up to 2 Seconds from this enemy. You cannot combine two sources of time. You can only borrow time from either yourself or the target.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
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</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <b>Improved Servitude</b> (15<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You can borrow time from both yourself and your ally. The maximum number of seconds you can manipulate rises by 5.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
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</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <b>Improved Annex</b> (18<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You can use time from both yourself and your enemies. You can steal up to 3 seconds with Annex. If you adjacent to an ally, you can transfer these seconds to that ally.<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"><br />
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</div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> <b>Absolute Veto</b> (20<sup>th</sup> level)<o:p></o:p></div><div class="Body1" style="tab-stops: 35.45pt; text-align: justify;"> You can activate Veto three times per encounter. You can use Temporal Dictum with your Veto, but only to a maximum of 2 Seconds. If you activate your Veto, but rewind no time, you do not consume that Veto for the encounter.<o:p></o:p></div>Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com0tag:blogger.com,1999:blog-5242011212221670146.post-29146967120494143492011-12-01T05:05:00.000-08:002011-12-01T07:41:58.540-08:00Providence Ho!I'm changing the topic of Critical Brit as a dev blog for my custom D&D game, currently under the working title of Providence.<br />
It is a pen and paper game set in a pseudo-medieval world of magic and monsters, and a group of heroes must quest to save the day etc etc. If you're already familiar with D&D, you know what i'm on about.<br />
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What sets providence apart is the balancing of character customisation and simplified gameplay. Like D&D edition 3.5, growth is slow and very in depth. Your character starts as an above-average person, but they must grow into their role as a hero. Taken away from 3.5 are silly rules, blank levels and the over complication of the more obtuse rules, making them unplayable.<br />
Providence takes a lesson from D&D 4th edition by endorsing simplified combat, experience based skill encounters and balancing the existing classes whilst introducing a wide variety of new ones. What has been removed is a highly inflexible skill system and combat orientated campaigns; yes, fighting and adventuring are important, but sometimes a good trap, puzzle or maze in a weird environment is just as exciting.<br />
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EXP cost abilities, spells and crafting has been removed, replaced instead with a time and money requirement. Like the Class system, Crafting and items have been given an overhaul to exclude the non-essential elements and allow players a wide scope of customisation. Crafting as a whole has been simplified using a graph and an easy to follow guide on how-to's. Thus, a character built to craft can create fantastically unique items that will never be found merely adventuring. In addition, Masterwork Materials have been added for armour and weapons that grant additional powers rather than a boring +1 bonus to attacks.<br />
Mundane equipment has been given a reworking to make it balanced, regardless of the cost, so every item has a role in the game. There are no "well, I don't have the money, i'll buy the worse option" items.<br />
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When i'm finished, I doubt i'll sell this game. It takes too many cues from D&D and Pathfinder to be called unique, even in the light of changed rules and brand new classes. Nevertheless, I hope to put up an SRD website, so that anyone can look up how to play, and send in ideas for new classes or items, ideas etc. This will be an ongoing project that I am working on for fun, and I hope that you'll enjoy it with me!<br />
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Any questions or ideas can be sent to hensarita@gmail.com. If you want to help create Providence, I'm looking for ideas that are workable. I currently don't want anyone to write rules, environmental background stories or assault me with overpowered and super complex classes.<br />
What I am looking for is maybe someone who knows how to make an SRD or something similar, maybe someone new to the website game who wants to spread their wings and have a go at making it. I'm also on the lookout for aspiring artists to draw awesome pictures to put around the website. Let me know if you want to have a go! All entries are welcome!Asmo - R. Hensonhttp://www.blogger.com/profile/01279640401399467360noreply@blogger.com1