<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
<!--}}}-->
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

.wizard .notChanged {background:transparent;}
.wizard .changedLocally {background:#80ff80;}
.wizard .changedServer {background:#8080ff;}
.wizard .changedBoth {background:#ff8080;}
.wizard .notFound {background:#ffff80;}
.wizard .putToServer {background:#ff80ff;}
.wizard .gotFromServer {background:#80ffff;}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; width:90%; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
/*{{{*/
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser excludeLists'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see [[AdvancedOptions]]
<<importTiddlers>>
A creature with this ability has a Spatial reserve with a number of points equal to one-half its Hit Dice * its Intelligence modifier (minimum 0). Most applications of this ability require or can be augmented with the use of a [[Spatial Marker|Tool: Spatial Marker]].
&nbsp;&nbsp;''Spatial Imprint (Su):'' 
&nbsp;&nbsp;''Spatial Slide (Su):'' As a swift action, the user can expend 2 points from its Spatial reserve to teleport up to 5 feet per two Hit Dice.
&nbsp;&nbsp;''Spatial Dislocation (Su):'' As a standard action, the user can expend 8 points from its Spatial reserve to instantly teleport a touched object up to Long range. An unwilling creature may attempt a Reflex save to avoid the effect. In order to complete this ability, a Greater Spatial Marker must be used as a focus.
&nbsp;&nbsp;'' ():'' 
Etceteris
!!!
&nbsp;&nbsp;''First Halo - Clarity'': Increases spatial awareness while dramatically decreasing reaction time. The user receives the effects of a //Haste// spell.
&nbsp;&nbsp;''Second Halo - Strain'': Removes the natural limits of the body, increasing physical might and durability. +4 bonus to Strength and Dexterity. Increase weapon damage by 1 step. Damage Reduction 2/—.
&nbsp;&nbsp;''Third Halo - '': Natural bonus to AC increases by 2 points. Resistance to all kinds of energy 10. +4 bonus against Metabolic, Morphic and Mental effects.
&nbsp;&nbsp;''Fourth Halo - '': +8 bonus to Strength and Dexterity. Increase weapon damage by 2 steps. Damage Reduction 5/—.
&nbsp;&nbsp;''Fifth Halo - '': Natural bonus to AC increases by 4 points. Resistance to all kinds of energy 20. +8 bonus against Metabolic, Morphic and Mental effects.
&nbsp;&nbsp;''Sixth Halo - Willpower'': 
&nbsp;&nbsp;''Seventh Halo - Instinct'': Extra move action per round.
&nbsp;&nbsp;''Eighth Halo - '': 
&nbsp;&nbsp;''Ninth Halo - Trascendence'': 


|>|!Almera Firiat|
|''Alias''|La Princesa del Fuego Oscuro|
|''Especie''|Elfo Gris|
|''Género''|Femenino|
|''Nacimiento''|771 del Mago|
|''Ocupación''|Arcanista, Aventurera|
|''Afiliaciones''|[[El Ojo de Búfalo]]|
&nbsp;&nbsp;Hija de [[Istarak Elsiar]] y [[Spira Firiat]]

!!!Poderes y Habilidades
&nbsp;&nbsp;Experta en análisis de firma energética (vía Darkbolt).
La Estrella Blanca, espada sagrada de la Orden Blanca.
|>|!Ankora|
|''Especie''|Humano|
|''Género''|Femenino|
|''Nacimiento''|764 del Mago|
|''Ocupación''|Aventurera, Umbromante|
|''Afiliaciones''|[[Kozia Paraloghi]]???|
&nbsp;&nbsp;''Ankora Felmat'' (Alias "Cuchilla Nocturna"). Los Ilumianos de Lomenaxhir le dieron el apodo "Exerizir", que significa comadreja.
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Descripción
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Historia
&nbsp;&nbsp;Ankora nace bajo la Luna del Profeta en la ciudad de Elquira, en el principado uldumano de [[Galviar]]. Hija de Quima Felhir, concejal de la ciudad, y Armetius Matem, cartógrafo de profesión. La historia temprana de Ankora no se conoce muy bien, pero consta en los registros que a los dieciséis años se enrola en la milicia de su nación, donde recibe instrucción como soldado de infantería. Tras cumplir el periodo reglamentario de dos años, Ankora declina una promoción y abandona su ciudad, con rumbo desconocido. Gracias a la correspondencia de Quima Felhir, se sabe que Ankora pasaría los siguientes cinco años recorriendo los distintos principados de Ulduma. 
&nbsp;&nbsp;En algún momento de la última década del octavo siglo, Ankora es reclutada por la [[Legión de Observadores]], dedicándose a partir de ése momento a efectuar misiones de espionaje en la vecina nación de [[Sirgana]]. 
&nbsp;&nbsp;Entrenamiento en Lomenaxhir.
&nbsp;&nbsp;El Flautista.
&nbsp;&nbsp;La Guerra de los Impostores (Ulduma).
&nbsp;&nbsp;Kozia Paraloghi y Retiro (Corina, Adder)
&nbsp;&nbsp;Ankora muere a finales del 848 de El Mago, tras ser derrotada por un ataque sorpresa de su antiguo aliado, Lorentz Taltimus. El arcanista calatriense llevaría el cuerpo de Ankora a una ubicación desconocida, donde el individuo conocido como Bufanda Roja emplearía su espítiru como combustible para la ejecución del Ritual de la Infinitud. Los poderes de Ankora servirían para hacer trascender la existencia de su archienemigo, el asesino Zyvoki, quien se convertiría en "La Penumbra", el sexto Loghius
!!!Legado
&nbsp;&nbsp;Los avances de Ankora en el campo de la Umbromancia no tienen comparación. Debido a sus décadas de estudio, conseguiría decifrar 
&nbsp;&nbsp;
!!!Poderes y Habilidades
&nbsp;&nbsp;
&nbsp;&nbsp;
|>|!Arashi Rianare|
|''Especie''|Tide Halfling|
|''Género''|Femenino|
|''Nacimiento''|830 del Mago|
|''Ocupación''|Aventurero|
|''Afiliaciones''|[[El Nocturno Plateado]], [[El Ojo de Búfalo]]|
''Arashi Rianare''
&nbsp;&nbsp; En las planicies heladas de Vingaria, los valientes halfling de Arakkuda combaten a piratas y monstruos marinos por igual. Los habitantes de Vingaria, navegantes y cazadores, conocen las artes Hakkoda que comandan a las mareas. 

Arashi nació bajo la luna llena en el solsticio de invierno, y fue marcada como favorita de La Dama que Danza. Junto el tropel de aventureros El Nocturno Plateado, logró grandes hazañas en los mares del norte. La desdicha reemplazó a la gloria cuando El Nocturno Plateado fue vencido y la patria de Arashi hecha víctima del ritual Vakranhuuguz Vakranvhadaaria, quedando sus habitantes congelados en estasis. 

Traicionada por Taltimus, su mentor, Arashi fue encerrada en Sacrozia y convertida en un esclavo mental más a las órdenes de Calgari.
!!!Sustancias Arcanas
*[[Fuego Oscuro]]
&nbsp;&nbsp;''Description:'' +2 Mithral Chainshirt.
&nbsp;&nbsp;''Body Slot:'' Body.
&nbsp;&nbsp;''Caster Level:'' 6th (+2 Enhancement).
&nbsp;&nbsp;''Activation:'' Swift (Mental).
&nbsp;&nbsp;''Aura:'' Moderate Transmutation, Moderate Evocation.
&nbsp;&nbsp;''Price:'' 7,500 gp (plus 1,100 gp for Mithral Chainshirt).

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;When activated, a Nightfall Mail creates a //Blacklight// effect centered on the user's space, and grants its wearer the effect of a //Ebon Eyes// spell. Both effects last for 1 round. A Nightfall Mail can be used once per day.
&nbsp;&nbsp;//Prerequisites:// CL 6th, Craft Magic Arms and Armor, //Blacklight//, //Ebon Eyes//.
//Flavor Text//

&nbsp;&nbsp;The sixth Elemental Avatar, which idealizes the power of the storm. It gave its original wielder, [[Heratia]] the Judge, the ability to summon endless thunderstorms and smite its enemies from great distances. Among the Elemental Avatars, this has the highest offensive capability, being powerful enough to confront [[Scorched Creation|Artifact Weapon: Scorched Creation]], the weapon of the Tyranical Axioma [[Alastor]].
&nbsp;&nbsp;
!!!Dormant State Properties
&nbsp;&nbsp;''Description:'' +4 Bastard Sword (Artifact, Heavy Guard): Mighty, Energy Burst (Shocking).
&nbsp;&nbsp;''Body Slot:'' — (Held).
&nbsp;&nbsp;''Caster Level:'' 20th (+8 Enhancement).
&nbsp;&nbsp;''Activation:'' Standard, Swift (see below).
&nbsp;&nbsp;''Aura:'' Strong Transmutation, Overwhelming Evocation.

&nbsp;&nbsp;The Blade of the Fulgurant Avatar grants its wielder Electricity resistance 40, and has 6 charges, which are renewed at the rate of 1 charge each three days. The wielder can expend the charges to activate the following supernatural abilities:
&nbsp;&nbsp;''1 charge:'' As a swift action, create a 20-ft Radius aura that deals 4d8 Electricity damage to all creatures that enter or start their turn in the area. This aura lasts for 1 round.
&nbsp;&nbsp;''2 charges:'' Swift action. For your next attack, which must be made during your current turn, double the weapon's Enhancement on attack rolls, double its threat range, increase its critical range by 2, and deal 5d8 points of Electricity damage (instead of 1d8) on a successful hit. After the attack is made, you take 10 points of hit point burn.
&nbsp;&nbsp;''4 charges:'' As a full-round action, create a 120-ft Cone Spread or a 480-ft Line Burst that deals 20d10 points of Electricity damage to all targets on the area (Reflex DC 30 or 25+Cha half). You ignore an amount of energy resistance equal to one-half the rolled damage. After you use this power, you take 10d10 points of hit point burn, and become stunned until the start of your next turn, then slowed for an additional round.
//Flavor Text//

&nbsp;&nbsp;Holding the concept of the perpetual winter within, this was the third Elemental Avatar ever crafted. Given to [[Afruzam]] the Sage
&nbsp;&nbsp;
!!!Dormant State Properties
&nbsp;&nbsp;''Description:'' +4 Mighty Screaming Burst Greatbow.
&nbsp;&nbsp;''Body Slot:'' — (Held).
&nbsp;&nbsp;''Caster Level:'' 20th (+8 Enhancement).
&nbsp;&nbsp;''Activation:'' Standard, Swift (see below).
&nbsp;&nbsp;''Aura:'' Strong Transmutation, Overwhelming Evocation.

&nbsp;&nbsp;The Strength rating of this weapon depends of the size of the wielder, with a +4 for Medium creatures, plus 4 extra points per size increase.
//Flavor Text//

&nbsp;&nbsp;4th, [[Purozi]], the Gardener
&nbsp;&nbsp;
!!!Dormant State Properties
&nbsp;&nbsp;''Description:'' +4 Mighty Flaming Burst Spiked Chain.
&nbsp;&nbsp;''Body Slot:'' — (Held).
&nbsp;&nbsp;''Caster Level:'' 20th (+8 Enhancement).
&nbsp;&nbsp;''Activation:'' Standard, Swift (see below).
&nbsp;&nbsp;''Aura:'' Strong Transmutation, Overwhelming Evocation.

&nbsp;&nbsp;Item Effects
//Flavor Text//

&nbsp;&nbsp;The first Elemental Avatar, bestowed with the ideal of the earth. Using this artifact, [[Dartaburak]] the Sculptor captured the essence of the natural forces, and created the other Elemental Avatars. Although the weakest of the Avatars, it still has legendary powers, allowing its user to reshape the landscape and create devastating earthquakes.
&nbsp;&nbsp;
!!!Dormant State Properties
&nbsp;&nbsp;''Description:'' +4 Mighty Screaming Burst Gauntlets (Adamantine).
&nbsp;&nbsp;''Body Slot:'' Hands (Both).
&nbsp;&nbsp;''Caster Level:'' 20th (+8 Enhancement).
&nbsp;&nbsp;''Activation:'' Standard, Swift (see below).
&nbsp;&nbsp;''Aura:'' Strong Transmutation, Overwhelming Evocation.

&nbsp;&nbsp;Item Effects
//Flavor Text//

&nbsp;&nbsp;The fifth Elemental Avatar, embodiment of the winds. This weapon, which is known to have a extremely violent disposition was given to [[Laeki]] the Musician, leader of the Cloud Tribe. Almost never used in battle because of its great power, this weapon has the ability to invoke continental-scale windstorms, but also the capacity to disperse hurricanes with a single swing.
&nbsp;&nbsp;
!!!Dormant State Properties
&nbsp;&nbsp;''Description:'' +4 Maul (Large): Mighty, Energy Burst (Screaming), Sizing.
&nbsp;&nbsp;''Body Slot:'' — (Held).
&nbsp;&nbsp;''Caster Level:'' 20th (+8 Enhancement).
&nbsp;&nbsp;''Activation:'' Standard, Swift (see below).
&nbsp;&nbsp;''Aura:'' Strong Transmutation, Overwhelming Evocation.

&nbsp;&nbsp;Item Effects
//Flavor Text//

&nbsp;&nbsp;Etceteris
!!!Artifact Properties
&nbsp;&nbsp;''Description:'' +8 Flaming Blast Formidable Longsaber
&nbsp;&nbsp;''Body Slot:'' 
&nbsp;&nbsp;''Caster Level:'' 
&nbsp;&nbsp;''Activation:'' 
&nbsp;&nbsp;''Aura:'' 
&nbsp;&nbsp;''Price:'' 

&nbsp;&nbsp;Item Effects
&nbsp;&nbsp;//Prerequisites:// 
//Flavor Text//

&nbsp;&nbsp;2nd, [[Louc]], the Voyager
&nbsp;&nbsp;
!!!Dormant State Properties
&nbsp;&nbsp;''Description:'' +4 Mighty Screaming Burst Longspear.
&nbsp;&nbsp;''Body Slot:'' — (Held).
&nbsp;&nbsp;''Caster Level:'' 20th (+8 Enhancement).
&nbsp;&nbsp;''Activation:'' Standard, Swift (see below).
&nbsp;&nbsp;''Aura:'' Strong Transmutation, Overwhelming Evocation.

&nbsp;&nbsp;Item Effects
*[[Special Qualities|Attributes: Special Qualities]]
*[[Special Abilities|Attributes: Special Abilities]]
!!!Supernatural
''Spiritual (Ki)''
*[[Shadow Weaving|Ability, Supernatural: Shadow Weaving]] - 
*[[Steel Orchid|Ability, Supernatural: Steel Orchid]] - 
''Other''
*[[Spatial Mastery|Ability, Supernatural: Spatial Mastery]] - 
Etceteris
!!!            Special Movement
&nbsp;&nbsp;''Glide (Ex):'' Average maneuverability, descend 20 feet per round. @@Ability indicates movement/descend ratio@@
!!!            Special Senses
&nbsp;&nbsp;''Keen Senses (Ex):'' The creature can make a Perception check each round as a swift action.
&nbsp;&nbsp;''Blindsense (Ex):'' A creature with Blindsense automatically know the location of any creature within the indicated range. Invisible or concealed creatures are still considered to have concealment or total concealment.
&nbsp;&nbsp;''Blindsense, Lesser (Ex):'' This ability works like Blindsense, except that the creature must give up a move action each round to maintain this ability active.
&nbsp;&nbsp;''Blindsight (Ex):'' This ability works like Blindsense, except that the creature knows perfectly the location of any creature or object within range, and can discern movement and position perfectly. Sight-based concealment is meaningless against Blindsight.
&nbsp;&nbsp;''Scent (Ex):'' 
&nbsp;&nbsp;''Scent, Improved (Ex):'' 
!!!            Special Defenses
&nbsp;&nbsp;''Damage Reduction (Ex):'' 
&nbsp;&nbsp;''Fortification (Ex):'' A creature with this ability cannot by easily affected by critical hits. Any critical hit scored against the creature is reduced by one step, @@and opponents take a -4 penalty on critical confirmation checks against it.@@ In addition, any precision-based damage dealt to the creature is reduced by half.
&nbsp;&nbsp;''Fortification, Lesser (Ex):'' Precision-based damage is reduced by half unless the creature takes a -4 penalty on the attack roll. @@-4 on critical confirmation@@
&nbsp;&nbsp;''Fortification, Improved (Ex):'' This ability works like Fortification, except that any critical hit scored against the creature is reduced by two steps. @@-4/-8 penalty on crit confirm@@, The creature is also immune to precision-based damage.
&nbsp;&nbsp;''Spell Resistance (Ex):'' A caster must make a Spell Penetration check in order to affect the protected creature with a spell that allows Spell Resistance. Failure means that the spell fails to affect the creature. In the case of a spell that deals Fire, Cold, Electricity or Sonic damage, Spell Resistance instead reduces the damage by 50%.
!!!             Tactical Abilities
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' A creature with this ability can react to danger with astonishing ease. The creature reduces the Flat-footed, Off-guard and Unaware penalties by one step. Uncanny Dodge is ineffective against a creature with a Base Attack Bonus four or more points higher.
&nbsp;&nbsp;''Uncanny Dodge, Improved (Ex):'' A creature with this ability can react to opponents in opposites sides as easily as he can react to one. It negates the benefits of flanking to any creature that doesn’t has a Base Attack Bonus at least four points higher than his own.
&nbsp;&nbsp;''Evasion (Ex):'' 
&nbsp;&nbsp;''Evasion, Improved (Ex):'' 
&nbsp;&nbsp;''Mettle (Ex):'' 
&nbsp;&nbsp;''Mettle, Improved (Ex):'' 
!!!            Weaknesses
&nbsp;&nbsp;''Energy Vulnerability (Ex):'' 
&nbsp;&nbsp;''Light Sensitivity (Ex):'' 
|>|!Aurix|
|''Alias''|"Puño Dorado"|
|''Especie''|Dracónido Humano (Dorado)|
|''Género''|Masculino|
|''Nacimiento''|??? del Mago|
|''Ocupación''|Aventurero|
|''Afiliaciones''|[[El Ojo de Búfalo]]|
''Aurinifaxen'' (Dracónico: "Amanecer Prometido"), nace en una pequeña aldea al sur de Brozia, como miembro de la casta intermedia del clan Naruga.

&nbsp;&nbsp;Maestro del arte marcial secreta del los dragones: El [[Kumatricz]].
#''[[Jheii]], Los Guantes Sísmicos'' - 
#''[[Harr]], El Arpón Marítimo'' - 
#''[[Urai]], El Arco Glacial'' - 
#''[[Erigo]], La Cadena Volcánica'' - 
#''[[Urau]], El Martillo Ciclónico'' - 
#''[[Axip]], La Hoja Fulgurante'' - 
&nbsp;&nbsp;''[[Axip|Artifact Weapon: Blade of the Fulgurant Avatar]]'' (Genio: //"Relámpago"//) es uno de los [[Avatares Elementales]] creados durante la Era de los Dioses. Sexta.
!!!Historia
&nbsp;&nbsp;[[Heratia]] la Juez. Líder de la Tribu Tormenta.
&nbsp;&nbsp;
!!!Poderes
&nbsp;&nbsp;
&nbsp;&nbsp;

|>|!Bael Theriath|
|''Alias''|"Pie de Wendigo"|
|''Especie''|Humano (Tiefling)|
|''Género''|Masculino|
|''Nacimiento''|... del Mago|
|''Ocupación''|Aventurero|
|''Afiliaciones''|[[El Ojo de Búfalo]], [[En Fuego]]|
Stacking Bonuses: Circumstance (special), Dodge, Parry, Racial, Luck (Special), Morale (special)
Outsiders: d10
Spell level limit: Twice maximum level per round.
Critical confirmation: Add attack's total modifier, count typed bonus on confirmation separately from similar bonus to attack
Charging bonus scales with level.
Ready action: Standard + Immediate
Wizard's Prepare time : Spell level * minimum CL / Wizard's CL * 50 rounds
Attack of Opportunity: 1 per round + 1 per five points of BAB
Precision: 30 feet, half effect up to twice that range.
&nbsp;&nbsp;Ocurrida en el 261 de El Odio, se trata de un enfrentamiento a gran escala entre las huestes de los Baatezu, y los habitantes mortales de Lauremia. Es generalmente considerada como el punto de inflexión del quinto signo, causante principal —junto con la fundación del [[Trono de Risanto]]— de su término.
&nbsp;&nbsp;Pese a tener una dimensión mucho menor a la de la [[Batalla de Omidra]], la Batalla del Cielo Rojo representa un punto culminante en la historia de Lauremia, pues simboliza la derrota y expulsión de las fuerzas infernales del continente, así como la consolidación de la leyenda del héroe [[Zenobiar]].
!!            El Escenario
...
!!            Los Ejércitos
&nbsp;&nbsp;El ejército reunido por Zenobiar se agrupaba bajo el estandarte de Narathiel Debrou, el Boh Blanco. Conformado por cuantos soldados pudieron reunirse sin descuidar las defensas de las distintas ciudades, la fuerza ensamblada apenas superaba los diez mil, pero tenía la ventaja de estar formada primariamente por soldados profesionales provenientes de toda Ulduma. La fuerza de choque consistia en unos mil quinientos caballeros de la orden de Tihria.
*''Caballeros de Tihria'' (1,502 jinetes) - 
*''Tropas Uldumanas'' (806 jinetes, 6,108 infantes) - 
*''Orden Arcana de Sirgana'' (408) - 
*''Iglesia de Pelor'' (1,312) - 
*''Druidas de Oshamar'' (31 chamanes, 450 arqueros) - 
&nbsp;&nbsp;Por su parte, el duque infernal Mahan contaba con una fuerza de más de cincuenta mil efectivos, en su mayoría cultistas mortales bajo el mando de sus líderes, o de diablos menores. Pese a la superioridad numérica, la capacidad combativa de los cultistas no se comparaba a la de sus adversarios, lo que resultaría pivotal en el posterior desarrollo de la batalla. En suma, el ejército defensor consistía de:
*''Cultistas'' (aproximadamente 50,000) - Estacionados en las primeras dos líneas de defensa.
*''Magos de la Orden Ertólica'' (698) - Guiados por el brujo Ulrrega. Desplegados en la segunda y tercera línea.
*''Mercenarios Trasgos'' (1,440) - Colocados en la tercera línea de defensa.
*''Legiones Infernales'' (180) - Apostados directamente junto al altar de rituales.
*''Los Voraces'' (37) - Guardia personal de Mahan.
*''Varnaghor'' y ''Cathuriad'' - Dos dragones cobrizos, sirvientes del duque infernal.
!!           Preludio

!!           Inicio
!!           Desarrollo
!!           Clímax
Una vez que la caballería del Boh Blanco rompiese la tercera línea de defensa, el grueso del ejército se abalanzó sobre el altar de sacrificio, forzando a Mahan y su guardia personal a entrar en combate. Los diablos avanzaron por el lado izquierdo, con el propósito de eliminar a Lord Narathiel y su séquito. En sus memorias, Sir Alkon Rotroi describe el punto culminante de la batalla:
<<<
//&nbsp;&nbsp;&nbsp;&nbsp;Desde una loma situada a unas novecientas varas de donde mi señor se encontraba, distinguí al diabólico dovrador cargar sobre nuestro flanco derecho. Incapaces de atacar desde el aire, gracias al sortilegio empleado por San Talmiac, los diablos no tuvieron otra opción que atacar a nivel de suelo. Con la altura de dos hombres, el impío Mahan era perfectamente visible desde nuestra posición. Rompía sin esfuerzo nuestras lineas, decapitando decenas de caballeros y soldados con una hoz que blandía en su zarpa izquierda. En su diestra, ardía un racimo de llamas violetas.
&nbsp;&nbsp;&nbsp;&nbsp;Mi señor, seguidos de sus magníficos catorce —reducidos a sólo cinco a ésas alturas— se lanzó directamente contra el Baatezu, enfrascándose en una espantosa batalla. Los peones de Mahan, llamados Voraces, ya causaban estragos entre nuestras filas. Sólo el auxilio de nuestros aliados sirganos y sus potentes hechizos previno la total destrucción de nuestra caballería.
&nbsp;&nbsp;&nbsp;&nbsp;Desde mi posición, cuya geografía me impedía acudir en su auxilio, observe al noble Boh retroceder ante los brutales embates del maldito enemigo. Sus caballeros yacían a sus pies, destrozados algunos, y heridos de muerte otros. El maligno avanzó para acabar con mi señor, pero un caballero saltó frente a él, interponiéndose entre su perversa hoja y Lord Narathiel.
&nbsp;&nbsp;Ví al anciano Boh intentando apartar al bravo caballero, sin conseguirlo. El Infernal abatió su antorcha sobre mi hermano de armas, debilitando su cuerpo, mas no su espíritu. Una y otra vez soportó los terribles ataques de Mahan, que blandía su hoz de manera perezosa, obteniendo un siniestro placer en el sufrimiento de los nuestros. El caballero cayó, finalmente, sobre sus rodillas, incapaz de continuar peleando. Los Voraces se abalanzaron sobre él, con las intenciones de cebarse de su cuerpo moribundo, mas no tuvieron oportunidad.
&nbsp;&nbsp;&nbsp;&nbsp;Un relámpago rasgó el campo de batalla, dividiéndolo. El invencible Zenobiar volvía a la batalla, cargando directamente sobre Mahan. A lomos del noble Ogakariaru, el caballero quebró las líneas del infernal y le acometió con su espada. El choque fue tan violento que los que se hallaban en las cercanías —mortales y diablos por igual— fueron arrojados al fango, sobre los cuerpos de los caídos.
&nbsp;&nbsp;&nbsp;&nbsp;Trenzados en mortal combate, héroe y villano lanzaban feroces ataques. La batalla pareció equilibrada por unos instantes, pero pronto uno de los mandobles del centinela hirió el costado del Baatezu. Un caudal de energía bendita se abatió desde la hoja de Zenobiar, golpeando el cielo y la tierra, haciendo saltar en pedazos a los Voraces que se abalanzaban sobre él a traición.
&nbsp;&nbsp;&nbsp;&nbsp;Mahan se irguió cuan alto era, mientras de sus labios surgía un poderoso maleficio. La Maldición de la Sangre Negra, la misma que había cobrado la vida del padre de mi señor veinte años atrás, se estrelló contra el espíritu de nuestro salvador sin hacer efecto. La perversa magia del duque era incapaz de doblegar a Zenobiar.
&nbsp;&nbsp;&nbsp;&nbsp;Sin dar tiempo a su adversario de recuperarse del estupor, nuestro salvador levantó su acero hacia el cielo, llamando al poder sagrado que en su cuerpo residía. Un corte perfecto, desde la base del cuello hasta la cadera recorrió el torso de Mahan, purgando al mundo de su existencia, mientras se desvanecía maldiciendo al hombre que le había vencido.
&nbsp;&nbsp;&nbsp;&nbsp;La batalla de las trescientas jornadas que el mismo Mahan había vaticinado, llegaba a su fin antes de la puesta del sol. Tal era el poder de Zenobiar, El Invencible.//
<<<
!!            Resultado y Consecuencias
El más importante enclave de los elfos grises.
|>|!Bobmar Lhey|
|''Especie''|Mestizo ~Humano-Drow|
|''Género''|Masculino|
|''Nacimiento''|820 del Mago|
|''Ocupación''|Aventurero|
|''Afiliaciones''|[[El Ojo de Búfalo]]|
''Bobmar Lhey'' (Alias "Guerrero Búfalo")
&nbsp;&nbsp;Hijo de [[Silfer Raltzein]] y Dalssande de Tolgenderria, Bobmar fue concebido como parte de un proyecto de hibridación entre elfos negros y humanos. Bobmar fue uno de los pocos que nacieran con una predisposición natural para el uso del [[Haaqi]] —junto con sus medios hermanos: Bobdyl Ahnn, Bobbat Rhoz y Bobbaf Ett—, y el único que lograría dominar completamente dicha habilidad.
Etceteris
**[[Loghius]]
**[[BR Timeline]]
&nbsp;&nbsp;Etceteris
!!![[El Rey Que Sueña|Campaña: El Rey Que Sueña]]
&nbsp;&nbsp;...
*[[El Ojo de Búfalo]]
*[[Los Errantes]]
!Inline Formatting
|!Option|!Syntax|!Output|
|bold font|{{{''bold''}}}|''bold''|
|italic type|{{{//italic//}}}|//italic//|
|underlined text|{{{__underlined__}}}|__underlined__|
|strikethrough text|{{{--strikethrough--}}}|--strikethrough--|
|superscript text|{{{^^super^^script}}}|^^super^^script|
|subscript text|{{{~~sub~~script}}}|~~sub~~script|
|highlighted text|{{{@@highlighted@@}}}|@@highlighted@@|
|preformatted text|<html><code>{{{preformatted}}}</code></html>|{{{preformatted}}}|
!Block Elements
!!Headings
{{{
!Heading 1
!!Heading 2
!!!Heading 3
!!!!Heading 4
!!!!!Heading 5
}}}
<<<
!Heading 1
!!Heading 2
!!!Heading 3
!!!!Heading 4
!!!!!Heading 5
<<<
!!Lists
{{{
* unordered list, level 1
** unordered list, level 2
*** unordered list, level 3

# ordered list, level 1
## ordered list, level 2
### unordered list, level 3

; definition list, term
: definition list, description
}}}
<<<
* unordered list, level 1
** unordered list, level 2
*** unordered list, level 3

# ordered list, level 1
## ordered list, level 2
### unordered list, level 3

; definition list, term
: definition list, description
<<<
!!Blockquotes
{{{
> blockquote, level 1
>> blockquote, level 2
>>> blockquote, level 3

<<<
blockquote
<<<
}}}
<<<
> blockquote, level 1
>> blockquote, level 2
>>> blockquote, level 3

> blockquote
<<<
!!Preformatted Text
<html><pre>
{{{
preformatted (e.g. code)
}}}
</pre></html>
<<<
{{{
preformatted (e.g. code)
}}}
<<<
!!Tables
{{{
|CssClass|k
|!heading column 1|!heading column 2|
|row 1, column 1|row 1, column 2|
|row 2, column 1|row 2, column 2|
|>|COLSPAN|
|ROWSPAN| … |
|~| … |
|CssProperty:value;…| … |
|caption|c
}}}
''Annotation:''
* The {{{>}}} marker creates a "colspan", causing the current cell to merge with the one to the right.
* The {{{~}}} marker creates a "rowspan", causing the current cell to merge with the one above.
<<<
|CssClass|k
|!heading column 1|!heading column 2|
|row 1, column 1|row 1, column 2|
|row 2, column 1|row 2, column 2|
|>|COLSPAN|
|ROWSPAN| … |
|~| … |
|CssProperty:value;…| … |
|caption|c
<<<
!!Images /% TODO %/
{{{
[img[title|filename]]
[img[filename]]
[img[title|filename][link]]
[img[filename][link]]
}}}
Images can be included by their filename or full URL. It's good practice to include a title to be shown as a tooltip, and when the image isn't available. An image can also link to another tiddler or or a URL
[img[Romanesque broccoli|http://upload.phrozen.mx/images/fractalveg.jpg][http://www.flickr.com/photos/jermy/10134618/]]
{{{
[img[Fractal vegetable|fractalveg.jpg]]

[img[This is shown as a tooltip|http://example.com/image.jpg]]
[img[http://example.com/image.jpg]]
[img[http://example.com/image.jpg][ExampleDotCom]]
}}}
The tooltip is optional.

[<img[Forest|http://upload.phrozen.mx/images/forest.jpg][http://www.flickr.com/photos/jermy/8749660/]][>img[Field|http://upload.phrozen.mx/images/field.jpg][http://www.flickr.com/photos/jermy/8749285/]]You can also float images to the left or right: the forest is left aligned with {{{[<img[}}}, and the field is right aligned with {{{[>img[}}}.
@@clear(left):clear(right):display(block):You can use CSS to clear the floats@@
{{{
[<img[A woody bit of Hampstead Heath|forest.jpg]]
[>img[A field near Milton Keynes|field.jpg]]
}}}
!Hyperlinks
* [[WikiWords|WikiWord]] are automatically transformed to hyperlinks to the respective tiddler
** the automatic transformation can be suppressed by preceding the respective WikiWord with a tilde ({{{~}}}): {{{~WikiWord}}}
* [[PrettyLinks]] are enclosed in square brackets and contain the desired tiddler name: {{{[[tiddler name]]}}}
** optionally, a custom title or description can be added, separated by a pipe character ({{{|}}}): {{{[[title|target]]}}}<br>''N.B.:'' In this case, the target can also be any website (i.e. URL).
!Custom Styling
* {{{@@CssProperty:value;CssProperty:value;…@@}}}<br>''N.B.:'' CSS color definitions should use lowercase letters to prevent the inadvertent creation of WikiWords.
* <html><code>{{customCssClass{…}}}</code></html>
* raw HTML can be inserted by enclosing the respective code in HTML tags: {{{<html> … </html>}}}
!Special Markers
* {{{<br>}}} forces a manual line break
* {{{----}}} creates a horizontal ruler
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...
!!!Integrantes
*''"Ojo Nebuloso" [[Basilium Olimar]]'' (Fundador)
*'' [[]]'' (Fundador)
Etceteris
!!!7th Level
&nbsp;&nbsp;''Abundant Step:'' As a swift action, the Monk may move up to one-half its class bonus to Speed, without provoking attacks of opportunity. Using this ability replaces the Monk's 5 feet step for the round. This ability can be used at will, but each use after the first in consecutive rounds increases its cost by 1 Ki point (maximum 4 points per use), after which the cost returns to its normal amount at the rate of 1 point per round in which the ability is not used.
&nbsp;&nbsp;''Celestial Step:'' The Monk gains the ability to walk over liquids, fragile branches and other unstable surfaces. If it concentrates (a standard action) it gains a Fly speed equal to its class bonus to Speed, with Good maneuverability, for as long as it mantains concentration. This Fly speed can't be increased by items, spells or special abilities.
&nbsp;&nbsp;''Cold Iron Strike:'' The Monk's unarmed attacks are treated as Cold Iron weapons for purposes of overcoming damage reduction, with an effective enhancement equal to its Ki Strike.
&nbsp;&nbsp;''Ghost Body:'' As a move action, the Monk can become incorporeal. It can remain in that state for up to 1 round per four class levels without cost, but each round after that requires 4 Ki points. The Monk can deactivate this ability at any time as a free action. For each 2 rounds this ability is inactive, the duration the Monk may stay incorporeal increases by 1 round, up to its maximum amount.
&nbsp;&nbsp;''Ghost Strike:'' The Monk's unarmed strikes are treated as having the Ghost special property. In addition, when the Monk hits an incorporeal creature with an unarmed attack, it can expend 2 Ki points to make a special dispel check (using its class level + its Wisdom modifier) against DC 15 + the caster level of the effect granting incorporeality. On a success, the target asumes corporeal state, and is prevented from becoming incorporeal again for 1 round per two class levels. Creatures with natural incorporealness take damage equal to the Monk's class level instead.
&nbsp;&nbsp;''Mountain Body:'' As a move action, the Monk gains DR/Adamantine equal to its class levels for 1 round. While this ability is active, the Monk is slowed.
&nbsp;&nbsp;''Quivering Palm:'' By expending 2 uses from its Ki pool, the Monk can deal an amount of hit point drain equal to its class level in the next unarmed attack it makes, in addition to the attack's normal damage. The Monk may also choose to deal this effect with a single melee touch attack instead of a standard attack. Either way, the opponent must make a Fortitude save (DC 10 + one-half class level + Wisdom modifier) or become stunned for 1 round. This ability works on objects, but deals standard damage, and bypasses any hardness the object may have. Activating this ability is considered part of the action used to make the attack.
&nbsp;&nbsp;''Silver Strike:'' The Monk's unarmed attacks are treated as silver weapons for purposes of overcoming damage reduction.
!!!13th Level
&nbsp;&nbsp;''Adamantine Strike:'' 17th level or higher. The Monk's unarmed attacks are treated as adamantine weapons for purposes of overcoming damage reduction and bypassing hardness.
&nbsp;&nbsp;''Celestial Walking:'' Requires Celestial Step. The Monk gains a Fly speed equal to its class bonus to Speed, with Good maneuverabiity.
&nbsp;&nbsp;''Empty Body:'' 17th level or higher. This ability permanently reduces the Monk's Ki pool by 2/4. The Monk may move across planes as if using //Plane Shift//, except that takes only a move action, and can be used to move only into adjacent planes. This ability can be used a number of times per day equal to the Monk's class level.
&nbsp;&nbsp;''Empty Strike:'' 17th level or higher. By expending 2 uses from its Ki pool to make a single unarmed attack as a standard action, the Monk deals extra damage equal to twice its Base Attack bonus. In addition, for 1 round per six class levels, the target takes extra damage equal to the Monk's Base Attack bonus, and can attempt a Fortitude save (DC 15 + one-half Base Attack bonus + Wisdom modifier) to reduce this damage by half. @@By expending 2/4 additional Ki uses, the Monk can also make a Turn attempt (against energy-based creatures) or a Banish attempt (against extraplanar creatures) on the target, using its class level and its Wisdom modifier.@@
!!!19th Level
Etceteris Minimum: 4th, 10th, 16th

&nbsp;&nbsp;''Expert Training:'' You obtain a bonus feat, which can be either an [[Ambush|Feats: Ambush]] or [[Lyric|Feats: Lyric]] feat, Alertness, Dash, @@Expert Acrobat@@, Swift Manipulation, Skill Focus, Track, Trapfinding, Urban Tracking, Wizardry Study or Wizardry Training. This talent can be selected more than once, choosing a different feat each time.
&nbsp;&nbsp;''Combat Trick:'' You receives a bonus Combat feat, as long as the prerequisites doesn't include a Base Attack Bonus of +6 or more, or any other feat or ability that requires a Base Attack Bonus of +6 or more. This talent can be selected more than once, choosing a different feat each time.
&nbsp;&nbsp;''Expert Knowledge (Ex):'' Select 2 Knowledge skills. When making a check with those skills, roll 2d20 and use either result.
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
*[[Apprentice Arts|Class Feature: Hakkoda Arts, Apprentice]]
*[[Initiate Arts|Class Feature: Hakkoda Arts, Initiate]]
*[[Adept Arts|Class Feature: Hakkoda Arts, Adept]]
*[[Master Arts|Class Feature: Hakkoda Arts, Master]]

{{{
&nbsp;&nbsp;''Grade Art (Type)'' 
&nbsp;&nbsp;''Action:'' 
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Target:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Effect:'' 
&nbsp;&nbsp;''Duration:'' 
&nbsp;&nbsp;''Saving Throw:'' 

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect 
&nbsp;&nbsp;Effect ●
}}}
Etceteris
!!!Water Infusions
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: Wave]]'' 
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: Wave]]'' 
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: Wave]]'' 
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: Wave]]'' 
!!!Wave Forms
&nbsp;&nbsp;''[[Water :|Hakkoda Art: Water ]]'' 
&nbsp;&nbsp;''[[Water :|Hakkoda Art: Water ]]'' 
&nbsp;&nbsp;''[[Water :|Hakkoda Art: Water ]]'' 
&nbsp;&nbsp;''[[Water :|Hakkoda Art: Water ]]'' 
!!!General Arts
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
Etceteris
!!!Water Infusions
&nbsp;&nbsp;''[[Animus Wave:|Hakkoda Art: Animus Wave]]'' Deals additional damage to energy-based creatures.
&nbsp;&nbsp;''[[Boiling Wave:|Hakkoda Art:  Boiling Wave]]'' Deals extra Heat damage, and inflicts onging Heat damage.
&nbsp;&nbsp;''[[Frigid Wave:|Hakkoda Art: Frigid Wave]]'' Deals extra Cold damage and imposes a penalty to Dexterity and Strength.
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: ]]'' 
!!!Wave Forms
&nbsp;&nbsp;''[[Water Barricade:|Hakkoda Art: Water Barricade]]'' Creates a defensive current around the user.
&nbsp;&nbsp;''[[Water Current:|Hakkoda Art: Water Current]]'' Your Water Wave becomes able to trip, push or grapple creatures.
&nbsp;&nbsp;''[[Water Flow:|Hakkoda Art: Water Flow]]'' Transforms your Water Wave into a ranged touch attack.
&nbsp;&nbsp;''[[Water :|Hakkoda Art: ]]'' 
!!!General Arts
&nbsp;&nbsp;''[[Arm of Water:|Hakkoda Art: Arm of Water]]'' Creates a weapon made of water around your arm.
&nbsp;&nbsp;''[[Create Wavespirit:|Hakkoda Art: Create Wavespirit]]'' Conjures a short-lived elemental to aid the user.
&nbsp;&nbsp;''[[Healing Hands:|Hakkoda Art: Healing Hands]]'' Cures a living creature a small amount of damage.
&nbsp;&nbsp;''[[Rain Dance|Hakkoda Art: Rain Dance]]'' Calls heavy rain, which impedes perception and attacks.
&nbsp;&nbsp;''[[Tidal Shield:|Hakkoda Art: Tidal Shield]]'' Immediately gain cover against a single attack and reduce its damage.
&nbsp;&nbsp;''[[White Mist:|Hakkoda Art: White Mist]]'' Produces a cloud of fog that can be partially controlled.
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
Etceteris
!!!Water Infusions
&nbsp;&nbsp;''[[Caustic Wave:|Hakkoda Art: Caustic Wave]]'' 
&nbsp;&nbsp;''[[Freezing Wave:|Hakkoda Art: Freezing Wave]]'' 
&nbsp;&nbsp;''[[Impairing Wave:|Hakkoda Art: Impairing Wave]]'' 
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: Wave]]'' 
!!!Wave Forms
&nbsp;&nbsp;''[[Water Jet:|Hakkoda Art: Water Jet]]'' 
&nbsp;&nbsp;''[[Water Saw:|Hakkoda Art: Water Saw]]'' 19-20 Critical
&nbsp;&nbsp;''[[Water Tendril:|Hakkoda Art: Water Tendril]]'' 
&nbsp;&nbsp;''[[Water :|Hakkoda Art: Water]]'' 
!!!General Arts
&nbsp;&nbsp;''[[Liquid Prison:|Hakkoda Art: Liquid Prison]]'' 
&nbsp;&nbsp;''[[Restorative Touch:|Hakkoda Art: Restorative Touch]]'' 
&nbsp;&nbsp;''[[Tidal Barrier:|Hakkoda Art: Tidal Barrier]]'' 
&nbsp;&nbsp;''[[Wall of Ice:|Hakkoda Art: Wall of Ice]]'' 
&nbsp;&nbsp;''[[Wall of Water:|Hakkoda Art: Wall of Water]]'' 
&nbsp;&nbsp;''[[Water Tentacles:|Hakkoda Art: Water Tentacles]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
Etceteris
!!!Water Infusions
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: Wave]]'' 
&nbsp;&nbsp;''[[ Wave:|Hakkoda Art: Wave]]'' 
!!!Wave Forms
&nbsp;&nbsp;''[[Water :|Hakkoda Art: Water ]]'' 
&nbsp;&nbsp;''[[Water :|Hakkoda Art: Water ]]'' 
!!!General Arts
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''[[:|Hakkoda Art: ]]'' 
&nbsp;&nbsp;''Quick Attack:'' By spending 1 use of its Ki pool as a Swift action, a Monk can make an additional primary attack when using the full attack action. This effect doesn’t stack with //Haste// or similar effects. 
&nbsp;&nbsp;''Speed Burst:'' By expending a number of uses from its Ki Pool (up to one-half its class level) as a Swift action, a Monk can gain a +1 Dodge bonus to Armor Class per use expended, or increase its Enhancement bonus to speed by 10 ft per use expended. These benefits last for one round.
&nbsp;&nbsp;''Body Rejuvenation:'' As a standard action, a Monk can expend 1 use from its Ki pool to cure itself an amount of hit points equal to rwice its class level.
&nbsp;&nbsp;''Greater Armored Mobility (Ex):'' 
&nbsp;&nbsp;''Forceful Guard (Ex):'' Opponents take -4 penalty when making precision-based and on critical confirmation. Not when Off-guard.
&nbsp;&nbsp;''Unbreakable Defense (Ex):'' A 14th-level Knight can expend a move action to triple the value of its Damage Reduction for 1 round. Additionally, the penalty imposed by its Forceful Guard ability become -8 when this ability is in effect.
&nbsp;&nbsp;To select a Martial Stunt of 2nd level or higher, you  must have at least two stunts of the previous level, and a minimum Base Attack bonus, in addition to the prerequisites the stunt may have. 
|!Level|!Base Atk|
|''2nd''|+7|
|''3rd''|+11|
|''4th''|+15|
|''5th''|+19|
*[[1st-Level Stunts|Class Feature: Martial Stunts - 1st Level]]
*[[2nd-Level Stunts|Class Feature: Martial Stunts - 2nd Level]]
*[[3rd-Level Stunts|Class Feature: Martial Stunts - 3rd Level]]
*[[4th-Level Stunts|Class Feature: Martial Stunts - 4th Level]]
*[[5th-Level Stunts|Class Feature: Martial Stunts - 5th Level]]
Etceteris
!!!Bulwark of Defense
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Deadly Aim
&nbsp;&nbsp;''Benefit:'' You add you Dexterity bonus as Precision-based damage (up to your Base Attack bonus) on attacks made against Off-guard creatures.
!!!Distracting Attack
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Greater Unarmed Strike
&nbsp;&nbsp;''Prerequisites:'' Improved Unarmed Strike
&nbsp;&nbsp;''Benefit:'' Your Unarmed Strike base damage increases by one step (1d2 > 1d3 > 1d4 > 1d6 > 1d8 > 1d10 > 2d6 > 2d8 > 2d10 > 2d12 > 3d10 > 3d12 > 4d10 > 4d12). Greater Unarmed Strike doesn't stack with the Weapon Dedication stunt.
&nbsp;&nbsp;''Special:'' You may select Greater Unarmed Strike an additional time per four points of Base Attack bonus you have above +3.
!!!Guarded Stance
&nbsp;&nbsp;''Prerequisites:'' Dodge
&nbsp;&nbsp;''Benefit:'' As a swift action, you gain a Dodge bonus to AC equal to one-third your Base Attack bonus (maximum +3).
!!!Shield Slam
&nbsp;&nbsp;''Prerequisites:'' Shield Proficiency
&nbsp;&nbsp;''Benefit:'' As a Swift action, you can make a shield bash. On a successful hit, you deal no damage, but you gain a +2 Circumstance bonus on the next melee attack you make against that creature, if such attack is made before the end of your turn. This bonus increases by 2 points if your Base Attack bonus is at least +11.
!!!Weapon Dedication
&nbsp;&nbsp;''Prerequisites:'' Weapon Focus (selected group)
&nbsp;&nbsp;''Benefit:'' When wielding a weapon from the selected group, increase its base damage by one step.
!!!Weapon Expertise
&nbsp;&nbsp;''Benefit:'' Select either the Parry, Disarm or Telling special property. When using a weapon for which you have Weapon Focus, double the bonus granted by that property.
&nbsp;&nbsp;''Special:'' This stunt may be selected more than once, choosing a different property each time.
!!!Weapon Wallop
&nbsp;&nbsp;''Benefit:'' When using a two-handed weapon with the Trip special property for which you have Weapon Focus, you gain a +2 Competence bonus on Combat checks made to trip with it.
Etceteris
!!!Focused Attack
&nbsp;&nbsp;''Prerequisites:'' Weapon Focus
&nbsp;&nbsp;''Benefit:'' When you use a standard action to make a single attack, you double the bonus granted by Weapon Focus on the attack roll.
!!!Martial Smite
&nbsp;&nbsp;''Benefit:'' Once every 1d4+1 rounds, you may apply your Charisma bonus to a single melee attack you make in your turn. On a successful hit, you deal extra damage equal to 1d6 per three points of Base Attack bonus (maximum +5d6).
!!!Overpowering Blow
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
Etceteris
!!!Greater Weapon Dedication
&nbsp;&nbsp;''Prerequisites:'' Weapon Dedication
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Lightning Guard
&nbsp;&nbsp;''Prerequisites:'' Weapon Expertise (Parry).
&nbsp;&nbsp;''Benefit:'' When using a weapon with the Parry special property, increase its bonus to AC by 1 point. When fighting defensively or using the Total Defense action, increase its bonus by an additional point.
&nbsp;&nbsp;In addition, when you are hit by a melee attack while wielding a weapon with the Parry special property, you can use a immediate action to make a melee attack with that weapon, adding its Parry bonus as a circumstance bonus on the attack roll, and use the result in place of your Armor Class.
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
Etceteris
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
Etceteris
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!Stunt
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Special:'' 
!!!1st-Level
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
!!!2nd-Level
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
!!!3rd-Level
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
!!!4th-Level
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
!!!5th-Level
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
Etceteris. If a creature has multiple spellcasting abilities, they are treated separately for all purposes and effects.
!!!      Spell Type
''Arcane:'' 
''Spiritual:'' 
''Mystic:'' Qualifies as both for Prestige classes. @@and for feats, etc?@@
!!!      Relevant Ability
...
''Maximum Spell Level:'' 
''Difficult Class:'' 
''Bonus Slots:'' 
!!!      Casting Type
''Prepare:'' 
''Spontaneous:'' 
''???:'' As Shadowcaster
!!!      Spells Known
...
!!!      Impromptu Spellcasting
...
!!!      Residual Spellcasting
An experienced caster is able to harness the magical energies attracted by its own mystical presence, and employ them to fuel its spells. Using this method, a spellcaster becomes able to cast certain spells unlimited times, without expending spell slots or engaging in complicated magical rituals.
''Residual Spells:'' To cast a residual spell, the caster must know the spell, or have it among its prepared spells. A residual spell's casting time is increased by one step, and it has a effective Caster Level equal to one-half the character's caster level. 
''Requirements:'' Before casting a residual spell of a particular level, a spellcaster must meet two requisites: First, it must be able to cast spells with a level at least twice of that of the intended spell. Second, it must have a Base Caster Level at least four levels higher than the spell's minimum caster level. In addition, each method (see below) imposes a distinct set of restrictions when using residual spellcasting.
''Method:'' There are three basic methods to cast a residual spell.
<<<
''Spell Formula:'' Used by Wizards, Archivists and other casters that prepare their spells from written formulas. For each spell the caster wants to cast this way, it must create a special focus (which requires the use of the Craft Incomplete Spell feat), called Spell Formula. Its cost is equal to the spell´s level * the minimum Caster Level for such spell * 250 gp. A Spell Formula follows all the rules regarding focus components.
''Lifeforce:'' Sorcerers use this method. After casting a residual spell, the caster takes damage equal to twice the residual spell's level. This damage can't be negated by Damage Reduction or any other kind of barrier, and its not affected by spells and abilities like //Shield Other//.
''Invocation:'' Clerics and Bards employ the Invocation method. Casting a residual spell using this method increases the spell's casting time by one step, but imposes no additional requirements.
<<<
''Improved Residual Casting:'' Depending of the highest spell level available to cast as a residual spell, the spellcaster is able to cast lower-level residual spells more effectively, as shown in the following table.
|!Residual Spell Level |!Caster Level |!Casting Time |!Focus <br>(Spell Formula) |!Damage <br>(Lifeforce) |!Casting Time <br>(Invocation) |
|Highest |Half |Increase 1 |Yes |2*Level |Increase 1 |
|2nd Highest |Half |Normal |Yes |None |Increase 1 |
|3rd Highest |Full |Normal |No |None |Normal |
Spiritual Channeling is a supernatural ability.

[[Air|Domain: Air]]
[[Fire|Domain: Fire]]
[[Death|Domain: Death]]
[[Life|Domain: Life]]
[[Magic|Domain: Magic]]
[[Protection|Domain: Protection]]
[[Summoning|Domain: Summoning]]
[[Travel|Domain: Travel]]
[[War|Domain: War]]
Eldritch Barrier (Shape): Least. +X Shield to AC
Eldritch Barrage (Shape): Intermediate. Full attack
Eldritch Flash (Shape): Intermediate. Remove somatic component
Dispelling Blast (Essence): Dispel 1 spell (Target)
Spelleater Blast (Essence): Burn spell slots (Will save)
Force Blast (Essence): Force damage, Xd4 damage
Impact Blast (Essence): Full damage to objects. Push then Trip attempt on struck creatures.

*[[Least Invocations|Class Feature: Warlock Invocations, Least]]
*[[Lesser Invocations|Class Feature: Warlock Invocations, Lesser]]
*[[Intermediate Invocations|Class Feature: Warlock Invocations, Intermediate]]
*[[Greater Invocations|Class Feature: Warlock Invocations, Greater]]
Etceteris
!!!Eldritch Essences
&nbsp;&nbsp;''[[ Blast:|Invocation: ]]'' 
&nbsp;&nbsp;''[[ Blast:|Invocation: ]]'' 
&nbsp;&nbsp;''[[ Blast:|Invocation: ]]'' 
&nbsp;&nbsp;''[[ Blast:|Invocation: ]]'' 
!!!Blast Shapes
&nbsp;&nbsp;''[[Eldritch :|Invocation: ]]'' 
&nbsp;&nbsp;''[[Eldritch :|Invocation: ]]'' 
&nbsp;&nbsp;''[[Eldritch :|Invocation: ]]'' 
&nbsp;&nbsp;''[[Eldritch Barrage:|Invocation: Eldritch Barrage]]'' 
!!!General Invocations
&nbsp;&nbsp;''[[:|Invocation: ]]'' 
&nbsp;&nbsp;''[[:|Invocation: ]]'' 
&nbsp;&nbsp;''[[:|Invocation: ]]'' 
&nbsp;&nbsp;''[[:|Invocation: ]]'' 
Etceteris
!!!Eldritch Essences
&nbsp;&nbsp;''[[ Blast:|Invocation: ]]'' 
&nbsp;&nbsp;''[[ Blast:|Invocation: ]]'' 
&nbsp;&nbsp;''[[ Blast:|Invocation: ]]'' 
!!!Blast Shapes
&nbsp;&nbsp;''[[Eldritch :|Invocation: ]]'' 
&nbsp;&nbsp;''[[Eldritch :|Invocation: ]]'' 
&nbsp;&nbsp;''[[Eldritch Screen:|Invocation: Eldritch Screen]]'' 
&nbsp;&nbsp;''[[Eldritch Spear:|Invocation: Eldritch Spear]]'' 
!!!General Invocations
&nbsp;&nbsp;''[[Mystic Guidance:|Invocation: Mystic Guidance]]'' 
&nbsp;&nbsp;''[[Mystic Potency:|Invocation: Mystic Potency]]'' 
&nbsp;&nbsp;''[[Mystic Providence:|Invocation: Mystic Providence]]'' 
&nbsp;&nbsp;''[[:|Invocation: ]]'' 
&nbsp;&nbsp;''[[:|Invocation: ]]'' 
&nbsp;&nbsp;''[[:|Invocation: ]]'' 
Etceteris

!!!Class Features
|!|>|>|>|!The Archivist |!Hit Dice: d8 |>|>|>|>|>|>|>|>|>|>|!|
|<br>''Level''|<br>''Attack''| <br>''Fort'' | <br>''Ref'' | <br>''Will'' |<br>''Special''|>|>|>|>|>|>|>|>|>|>| ''Spellcasting'' |
|~|~|~|~|~|~| ''0'' | ''1st'' | ''2nd'' | ''3rd'' | ''4th'' | ''5th'' | ''6th'' | ''7th'' | ''8th'' | ''9th'' | ''10th'' |
|''1st''|+0                   | +2 | +0 | +2 |Craft Incomplete Spell, Dark Lore| 4 | 2 | — | — | — | — | — | — | — | — | — |
|''2nd''|+1                  | +3 | +0 | +3 |Admonition (Tactics)| 5 | 3 | — | — | — | — | — | — | — | — | — |
|''3rd''|+1                  | +3 | +1 | +3 || 5 | 3 | 2 | — | — | — | — | — | — | — | — |
|''4th''|+2                  | +4 | +1 | +4 |Bonus Feat, Still Mind| 6 | 4 | 3 | — | — | — | — | — | — | — | — |
|''5th''|+2                  | +4 | +1 | +4 || 6 | 4 | 3 | 2 | — | — | — | — | — | — | — |
|''6th''|+3                  | +5 | +2 | +5 |Admonition (Hunt), Mettle of Will| 6 | 4 | 4 | 3 | — | — | — | — | — | — | — |
|''7th''|+3                  | +5 | +2 | +5 || 7 | 5 | 4 | 3 | 2 | — | — | — | — | — | — |
|''8th''|+4                  | +6 | +2 | +6 |Bonus Feat| 7 | 5 | 4 | 4 | 3 | — | — | — | — | — | — |
|''9th''|+4                  | +6 | +3 | +6 || 7 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | — |
|''10th''|+5                | +7 | +3 | +7 |Admonition (Defend)| 7 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | — |
|''11th''|+5                | +7 | +3 | +7 || ∞ | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — | — |
|''12th''|+6/+1           | +8 | +4 | +8 |Bonus Feat| ∞ | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — | — |
|''13th''|+6/+1           | +8 | +4 | +8 || ∞ | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — |
|''14th''|+7/+2           | +9 | +4 | +9 |Admonition (Restrain), Improved Mettle of Will| ∞ | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — |
|''15th''|+7/+2           | +9 | +5 | +9 || ∞ | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — |
|''16th''|+8/+3           | +10 | +5 | +10 |Bonus Feat| ∞ | 7 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — |
|''17th''|+8/+3           | +10 | +5 | +10 || ∞ | 7 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — |
|''18th''|+9/+4           | +11 | +6 | +11 |Admonition (???)| ∞ | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — |
|''19th''|+9/+4           | +11 | +6 | +11 || ∞ | 7 | 7 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 |
|''20th''|+10/+5         | +12 | +6 | +12 |Bonus Feat| ∞ | 7 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 4 | 3 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Archivist is proficient with Simple weapons. It is proficient with Light armor, but not with shields.
&nbsp;&nbsp;''[[Spellcasting|Class Feature: Spellcasting]]:'' The Archivist is able to cast a certain number of spells, which is noted in the table above. Its Base Caster Level its equal to its class level.
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&nbsp;&nbsp;''Spell Type:'' Spiritual.
&nbsp;&nbsp;''Relevant Ability:'' Intelligence (maximum spell level, Difficult Class), Wisdom (bonus slots)
&nbsp;&nbsp;''Casting Type:'' Prepare. The Archivist requires 1 hour each day to prepare spells, or to change its currently prepared spells. The spells are prepared from the Archivist's @@Prayerbook@@.
&nbsp;&nbsp;''Prayerbook:'' The Archivist begins with 
&nbsp;&nbsp;''Residual Casting:'' The Archivist uses the Formula method.
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&nbsp;&nbsp;''Bonus Feats:'' At 4th level and every four levels thereafter, the Cleric gains a bonus feat, which can be either a Magic, Magic Crafting or Metamagic feat. It must meet the prerequisites of the feat, as normal.
&nbsp;&nbsp;''Dark Lore (Ex):'' 
&nbsp;&nbsp;''Admonition (Su):'' A 2nd-level Archivist can, after identifying a creature with the Knowledge skill, use a move action to make another Knowledge check against DC 20. On a success, it can select a specific effect from the list below. Only creatures with the Aberration, Animal, Deathless, Elemental, Magical Beast, Undead or Vermin type can be targeted by this ability. Admonition can be used any number of times per day, but only one effect can be active at any given time.
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&nbsp;&nbsp;''Tactics:'' Allies within 60 feet gain a +1 Insight bonus on Combat checks, and either a +1 Insight bonus on attack rolls, or a +1 Insight bonus to Armor Class against the natural attacks of the target creatures. These bonuses increase by 1 point for each 10 points in which the check exceeds 20. This is a mind-affecting effect.
&nbsp;&nbsp;''Hunt:'' 6th level and higher. Allies within 60 feet deal 1d6 points of extra damage on weapon damage rolls made against the target creatures. This bonuses increase by 1d6 points for each 10 points in which the check exceeds 20. This is a mind-affecting effect.
&nbsp;&nbsp;''Defend:'' 10th level and higher. Allies within 60 feet gain a +1 Insight bonus on saving throws made against the natural attacks and abilities of the target creatures, including spell-like abilities, but not spells. These bonuses increase by 1 point for each 10 points in which the check exceeds 20. This is a mind-affecting effect.
&nbsp;&nbsp;''Restrain:'' 14th level and higher. The Archivist selects one creature of the affected kind within 60 feet of it. That creature cannot take actions until the start of its next turn. If the Knowledge check is at least 30, the creature is dazed until the end of its next turn. On a Knowledge result of 50, the creature is dazed until the end if its next turn then staggered until the end of its following turn.
&nbsp;&nbsp;''???:'' 
<<<
&nbsp;&nbsp;''Mettle of Will (Ex):'' 
&nbsp;&nbsp;''Mettle of Will, Improved (Ex):'' 
|!|>|>|>|!The Barbarian |>|>|!Hit Dice: d12<br>Skill Points: 4 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Features''| ''Rampages'' | ''Damage<br>Reduction'' |
|''1st''|+1                         | +2 | +0 | +0 |Rush, Fast Movement| — | 0 |
|''2nd''|+2                        | +3 | +0 | +0 |Uncanny Dodge, Body Resurgence| — | 0 |
|''3rd''|+3                         | +3 | +1 | +1 |Mettle of Body| 1 | 1 |
|''4th''|+4                         | +4 | +1 | +1 |Danger Sense +1, Bravery| 1 | 1 |
|''5th''|+5                         | +4 | +1 | +1 |Constitution +1, Indomitable Will| 2 | 1 |
|''6th''|+6/+1                    | +5 | +2 | +2 |Improved Uncanny Dodge, Body Restoration| 2 | 2 |
|''7th''|+7/+2                    | +5 | +2 | +2 |Strength +1, Invigoration| 3 | 2 |
|''8th''|+8/+3                    | +6 | +2 | +2 |Danger Sense +2, Tenacity| 3 | 2 |
|''9th''|+9/+4                    | +6 | +3 | +3 |Constitution +2, Tireless Rush| 4 | 3 |
|''10th''|+10/+5                 | +7 | +3 | +3 |Invigoration, Great Stamina| 4 | 3 |
|''11th''|+11/+6/+6            | +7 | +3 | +3 |Strength +2, Improved Mettle of Body| 5 | 3 |
|''12th''|+12/+7/+7            | +8 | +4 | +4 |Danger Sense +3, Fast Healing| 5 | 4 |
|''13th''|+13/+8/+8            | +8 | +4 | +4 |Constitution +3, Invigoration| 6 | 4 |

|''14th''|+14/+9/+9            | +9 | +4 | +4 |Superior Stamina, Body Regeneration| 6 | 4 |
|''15th''|+15/+10/+10        | +9 | +5 | +5 |Strength +3| 7 | 5 |
|''16th''|+16/+11/+11/+11 | +10 | +5 | +5 |Danger Sense +4, Invigoration, Berserker| 7 | 5 |
|''17th''|+17/+12/+12/+12 | +10 | +5 | +5 |Constitution +4| 8 | 5 |
|''18th''|+18/+13/+13/+13 | +11 | +6 | +6 |Supreme Stamina| 8 | 6 |
|''19th''|+19/+14/+14/+14 | +11 | +6 | +6 |Strength +4, Invigoration| 9 | 6 |
|''20th''|+20/+15/+15/+15 | +12 | +6 | +6 |Danger Sense +5, @@Final Ability@@| 9 | 6 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Barbarian is proficient with Martial weapons, with Medium armor, and with shields.
&nbsp;&nbsp;''Ability Score Increase:'' The Barbarian's Constitution score increases by 1 point at 5th level and every four levels thereafter. Its Strength score increases by 1 point at 7th level and every four levels thereafter.
&nbsp;&nbsp;''[[Rampages|Class Feature: Rampages]]:'' At each odd-numbered level, the Barbarian receives special powers known as Rampages. To activate a Rampage, the Barbarian must expend a specific number of points from its Rush reserve (see below). Unless noted otherwise, a Rampage is a extraordinary ability that can be used only when in Rush.
&nbsp;&nbsp;''Damage Reduction:'' The Barbarian has the ability to ignore a certain amount of damage from each attack. At 3rd level, it receives the benefits of Damage Reduction 1/—. This value increases by 1 point at 6th level and every three levels thereafter.
&nbsp;&nbsp;''Rush (Ex):'' A Barbarian gains access to a reserve of physical energy that can be used to push its body to its limits. Its Rush reserve has a number of points equal to four times its class level, and it gains bonus points equal to one-half its class level * its Constitution modifier. The Rush reserve's total points can't be less than the Barbarian's class level.
&nbsp;&nbsp;As a swift action during its turn, a Barbarian can expend 2 Rush points to gain a +4 bonus to Strength and Constitution, as well as a +2 Morale bonus on Will saves. On each round after this ability is activated, the Barbarian must expend 2 additional Rush points, or the effect ends. When a Rush ends, a Barbarian is fatigued for a number of rounds equal to @@twice@@ the duration of the effect. A Barbarian that is fatigued due to this ability can expend an additional 6 Rush points to activate it again, which suspends the fatigue until the Rush ends.
&nbsp;&nbsp;@@Concentration@@
&nbsp;&nbsp;''Fast Movement (Ex)'' A Barbarian's Base Land speed is increased by 10 feet.
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' If surprised, a 2nd-level Barbarian reduces the Flat-footed and Off-guard conditions by one step. This ability doesn’t work against opponents with a Base Attack Bonus at least four points higher than his own.
&nbsp;&nbsp;''Body Resurgence (Ex):'' At 2nd level, a Barbarian can expend points from its Rush reserve as a standard action to cure itself. The Barbarian can expend an amount of Rush points equal to its class level, and heal 1d8 points of damage per point expended. This ability can't be used to recover hit points beyond one-half the Barbarian's total amount.
&nbsp;&nbsp;''Mettle of Body (Ex):'' ...
&nbsp;&nbsp;''Danger Sense (Ex):'' At 3rd level, the Barbarian receives a +1 bonus on Initiative checks, and a +1 Dodge bonus to AC and on Reflex saves against attacks made by traps. These bonuses increase by 1 point at each three class levels above 3rd.
&nbsp;&nbsp;''Bravery (Ex):'' Upon attaining 4th level, the Barbarian gains a +4 bonus on saves and checks made against Morale effects.
&nbsp;&nbsp;''Indomitable Will (Ex):'' When in Rush, a 5th-level Barbarian gains a +2 bonus against Mental effects.
&nbsp;&nbsp;''Uncanny Dodge, Improved (Ex):'' Starting at 6th level, the Barbarian can no longer be flanked except by opponents with a Base Attack bonus at least four points higher than its own.
&nbsp;&nbsp;''Body Restoration (Ex):'' At 6th level, when the Barbarian uses its Body Resurgence ability, the amount of hit points restored by the ability becomes 1d12 per Rush point expended.
&nbsp;&nbsp;''Invigoration (Ex):'' Beginning at 7th level, and every three levels thereafter, the Barbarian may select a special ability from the list below. Unless noted othewise, each ability can be selected only once.
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&nbsp;&nbsp;''Blindsense, Lesser:'' The Barbarian gains the Lesser Blindsense special quality with a range of 20 feet.
&nbsp;&nbsp;''Durability:'' 16th level or higher. Increases DR/— by 1 point, but only while raging. This ability can be chosen twice.
&nbsp;&nbsp;''Ferocity:'' Requires Diehard feat. Reduces the dying penalties by one additional step.
&nbsp;&nbsp;''Long Step:'' When in Rage, the Barbarian's Land speed increases by 10 feet. This ability can be selected twice.
&nbsp;&nbsp;''Great Vitality:'' Reduces any hit point damage dealt by Poison by half. It also gains DR 1/- against physical ability damage.
&nbsp;&nbsp;''Scent:'' The Barbarian gains the benefits of the Scent special quality, with a base range of 30 feet.
&nbsp;&nbsp;''Tough Hide:'' Increases Natural bonus to AC by 1 point. This ability can be chosen twice.
&nbsp;&nbsp;''Adamant Hide:'' 13th level or higher. Requires Tough Hide. Increases Natural bonus to AC by 2 points.
&nbsp;&nbsp;''Greater Durability:'' 13th level or higher. Requires Durability. Increases DR/— by 2 points, but only while raging.
&nbsp;&nbsp;''Blindsense:'' 13th level of higher. Requires Lesser Blindsense. Gains Blindsense at a range of 10 feet.
&nbsp;&nbsp;''Raging Soul:'' 13th level or higher. Gains Spell Resistance 12 + class level, but only while in Rage.
&nbsp;&nbsp;''Clear Mind:'' 19th level or higher. When raging, becomes immune to Mind-affecting and Mind-reading effects.
&nbsp;&nbsp;''Fast Healing:'' 19th level or higher. Gains the Fast Healing special quality, with a value of 1 point per four class levels.
<<<
&nbsp;&nbsp;''Tenacity (Ex):'' At 8th level, the Barbarian's bonus against Morale effects increases to +8, and it gains a +4 bonus against Charm and Compulsion effects.
&nbsp;&nbsp;''Tireless Rush (Ex):'' After reaching 9th level, the Barbarian is no longer fatigued at the end of its Rush, and can enter in a new Rush immediately after the last ends, without having to pay an additional cost.
&nbsp;&nbsp;''Great Stamina (Ex):'' Whenever a 10th-level Barbarian takes hit point drain, it can convert an amount equal to one-half its class level into normal hit point damage. In addition, when subject to the fatigued, slowed or sickened conditions, it can ignore its effects for one round per four class levels, after which the condition takes effect normally. If multiple conditions are running at the same time, only one can be ignored using this ability.
&nbsp;&nbsp;''Mettle of Body, Improved (Ex):'' ...
&nbsp;&nbsp;''Fast Healing (Ex):'' When in Rush, a Barbarian of at least 12th level gains the Fast Healing special quality, with an amount equal to one-half its class level. This ability cannot recover hit points beyond one-half its maximum amount. If the Barbarian becomes slowed because of massive damage or negative hit points, this ability is temporally cancelled.
&nbsp;&nbsp;''Superior Stamina (Ex):'' Starting at 14th level, whenever the Barbarian takes physical ability score drain, it can convert up to one point per eight class levels into standard ability damage each round. In addition, it reduces the effects of fatigue, exhaustion, sickening, nausea, slow and stunning by one step. The coniditons are still considered active, so a Barbarian affected by sickening twice would suffer the stanrard sickened penalties, and would become nauseated after receiving another sickening effect.
&nbsp;&nbsp;''Body Regeneration (Ex):'' When a 14th-level Barbarian uses its Body Resurgence ability while on a Rush, it recovers the maximum amount of hit points allowed by the ability.
&nbsp;&nbsp;''Berserker (Ex):'' Whenever a 18th-level Barbarian starts its turn with one-half its maximum hit points or less, it automatically receives the benefits and drawbacks of its Rage ability (except for the bonus to its Constitution score) for that round, without needing to expend points from its Rage pool to activate it. While in this state, the Barbarian also gets a +2 bonus on Fortitude saves and Constitution-based checks. A Barbarian can refrain from entering in Berserker state if it chooses to.
Etceteris.
!!!Class Features
|!|>|>|>|!The Bard |>|>|>|>|>|>|>|!Hit Dice: d6<br>Skill Points: 8 |
|<br>''Level''|<br>''Attack''| <br>''Fort'' | <br>''Ref'' | <br>''Will'' |<br>''Special''|>|>|>|>|>|>| ''Spellcasting'' |
|~|~|~|~|~|~| ''1st'' | ''2nd'' |''3rd''|''4th''|''5th''|''6th''|''7th''|
|''1st''|+0                         | +0 | +2 | +2 |Expert Talent, Bardic Performance,<br> Inspire Courage +1| — | — | — | — | — | — | — |
|''2nd''|+1                        | +0 | +3 | +3 |Bardic Knowledge| 1 | — | — | — | — | — | — |
|''3rd''|+2                         | +1 | +3 | +3 |Expert Talent| 2 | — | — | — | — | — | — |
|''4th''|+3                         | +1 | +4 | +4 |Inspire Courage +2, Inspire Competence| 2 | — | — | — | — | — | — |
|''5th''|+3                         | +1 | +4 | +4 |——| 3 | 1 | — | — | — | — | — |
|''6th''|+4                         | +2 | +5 | +5 |Expert Talent| 3 | 2 | — | — | — | — | — |
|''7th''|+5                         | +2 | +5 | +5 |Savviness| 3 | 2 | — | — | — | — | — |
|''8th''|+6/+1                    | +2 | +6 | +6 |Inspire Courage +3| 4 | 3 | 1 | — | — | — | — |
|''9th''|+6/+1                    | +3 | +6 | +6 |Expert Talent| 4 | 3 | 2 | — | — | — | — |
|''10th''|+7/+2                  | +3 | +7 | +7 |Inspire Greatness| 4 | 3 | 2 | — | — | — | — |
|''11th''|+8/+3                  | +3 | +7 | +7 |Bolster Ally| 4 | 4 | 3 | 1 | — | — | — |
|''12th''|+9/+4                  | +4 | +8 | +8 |Expert Talent, Inspire Courage +4| 5 | 4 | 3 | 2 | — | — | — |
|''13th''|+9/+4                  | +4 | +8 | +8 |Savviness| 5 | 4 | 3 | 2 | — | — | — |
|''14th''|+10/+5                | +4 | +9 | +9 |——| 5 | 4 | 4 | 3 | 1 | — | — |
|''15th''|+11/+6/+6           | +5 | +9 | +9 |Expert Talent| 5 | 5 | 4 | 3 | 2 | — | — |
|''16th''|+12/+7/+7           | +5 | +10 | +10 |Inspire Courage +5, Inspire Heroics<br>Greater Bolster Ally| 5 | 5 | 4 | 3 | 2 | — | — |
|''17th''|+12/+7/+7           | +5 | +10 | +10 |——| 6 | 5 | 4 | 4 | 3 | 1 | — |
|''18th''|+13/+8/+8           | +6 | +11 | +11 |Expert Talent| 6 | 5 | 5 | 4 | 3 | 2 | — |
|''19th''|+14/+9/+9           | +6 | +11 | +11 |Savviness| 6 | 5 | 5 | 4 | 3 | 2 | — |
|''20th''|+15/+10/+10        | +6 | +12 | +12 |Inspire Courage +6| 6 | 6 | 5 | 4 | 4 | 3 | 1 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Bard is proficient with Simple weapons, and with Martial weapons from two different groups of its choice. It is also proficient with Light armor, and with Light shields.
&nbsp;&nbsp;''[[Expert Talents|Class Feature: Expert Talents]]:'' At 1st level, and again at 3rd level and every three levels thereafter, the Bard can select one talent for which it meets the prerequisites.
&nbsp;&nbsp;''[[Spellcasting|Class Feature: Spellcasting]]:'' The Bard is able to cast a certain number of spells, which is noted in the table above. Its Base Caster Level is equal to its class level.
<<<
&nbsp;&nbsp;''Spell Type:'' Arcane.
&nbsp;&nbsp;''Relevant Ability:'' Charisma.
&nbsp;&nbsp;''Casting Type:'' Spontaneous.
&nbsp;&nbsp;''Spells Known:'' The Bard starts its career knowing three 0-level spells, and gains an additional 0-level spell at each odd-numbered level above 1st. At each class level above 1st, the Bard learns one spell of any level it can cast. At 2nd level and every three levels thereafter, it gains an additional known spell of the highest level it can cast.
&nbsp;&nbsp;''Residual Casting:'' The Bard uses the Incantation method.
<<<
&nbsp;&nbsp;''Bardic Performance (Ex):'' A Bard can create a variety of morale effects that improve the capacities of its allies. A Bard can use its Bardic Performance a number of times per day equal to its class level, plus its Charisma modifier. All Bardic Performances are Morale effects, and cannot be used in silenced areas. Only one Bardic Performance can be active at the same time. While using Bardic Performance, the Bard can't cast spells or activate spell completion or spell trigger magic items.
<<<
&nbsp;&nbsp;''Inspire Courage:'' Charisma 11, Perform 3 ranks. By expending 1 use of Bardic Performance as a move action, the Bard grants all allies within 60 feet a +1 Morale bonus on attack rolls, weapon damage rolls and saves against Charm and Morale effects as long as they remain within range, and for 5 rounds thereafter. The bonuses granted by this ability increase by 1 point at 4th level and every four levels thereafter. The Bard can't grant a bonus greater than its Charisma modifier while using this ability. Inspire Courage lasts up to 1 round per class level.
&nbsp;&nbsp;''Inspire Competence:'' Charisma 11, Perform 6 ranks. As a standard action, the Bard can expend 1 use from its Bardic Performance to grant a single ally within 120 feet a +2 Competence bonus on checks made with a specific skill (except for Intelligence-based skills). This bonus increases to +4 at 8th level. Inspire Competence requires concentration (a standard action each round) and can be mantained for 5 rounds per class level.
&nbsp;&nbsp;''Inspire Greatness:'' Charisma 15, Perform 12 ranks. As a move action, the Bard can expend 2 uses from its Bardic Performance to activate this ability, which has a range of 60 feet. One ally per four class levels gains 2 bonus Hit Dice (d10, good Attack and Fortitude, poor Reflex and Will) as long as it remains within range and 5 rounds thereafter. Inspire Greatness lasts for up to 1 round per class level.
&nbsp;&nbsp;''Inspire Heroics:'' Charisma 19, Perform 18 ranks. Activating this ability is a standard action and requires 4 uses of Bardic Performance. This ability works as Inspire Greatness, except that recipient creatures gain a +4 Dodge bonus to AC, a +4 Competence bonus on saving throws, and immunity to harmful Morale effects, and to Charm and Pattern effects.
<<<
&nbsp;&nbsp;''Bardic Knowledge (Ex):'' A 2nd-level Bard can use this ability to gain information about history, folklore, myths and general gossip. It makes a Intelligence check, adding its class level to the result, with a +2 bonus if it has at least 5 ranks in Knowledge (History). The result of this check may be used in place of a Knowledge check the Bard is making, if its higher. A Bard cannot take 10 or 20 on a Bardic Knowledge check.
&nbsp;&nbsp;''Savviness (Ex):'' At 7th level and every six levels thereafter, the Bard receives a special ability, chosen from the list below.
<<<
&nbsp;&nbsp;''Evasion:'' When subject to a effect that deals half damage on a successful Reflex save, the Bard takes only one-quarter damage if it makes its save. It also gains a +4 bonus on saving throws made against "Reflex negates" effects. Evasion can't be used while Off-guard, and may be used while Flat-footed only if the saving throw result exceeds the DC by at least 4 points.
&nbsp;&nbsp;''Bravery:'' The Bard gains a +4 bonus on saves against Morale effects.
&nbsp;&nbsp;''Mettle of Will:'' When the Bard makes a successful Will save against an effect that would have a lesser effect on a successful save, it instead suffers no effect at all. Against an ability that would deal half damage on a successful save, the Bard instead takes only one-quarter damage.
&nbsp;&nbsp;''Obscure Lore:'' When making a Bardic Knowledge check, the Bard can roll 2d20 and use the best result for the check.
&nbsp;&nbsp;''Social Knack:'' The Bard may take 15 on a Diplomacy, Streetwise, Bluff or Insight check, but doing so takes four times longer than the usual duration. This ability can be used only when the Bard is able to take 10 on a skill check.
&nbsp;&nbsp;''Evasion, Improved:'' 13th level or higher. Requires Evasion 
&nbsp;&nbsp;''Mettle of Will, Improved:'' 13th level or higher. Requires Mettle of Will. This ability works like Mettle of Will, except that the Bard takes only partial or half effect even on a failed Will save.
@@&nbsp;&nbsp;''???:'' 19th level or higher. 
&nbsp;&nbsp;''???:'' 19th level or higher. @@
<<<
&nbsp;&nbsp;''Bolster Ally (Ex)'' An 11th-level Bard can expend 2 uses of its Bardic Performance as a swift action to select one ally within 60 feet that is actually under the effects of its Bardic Performance. That creature gains either an extra move action on its next turn, or a number of temporary hit points equal to twice the Bard's class level (to a maximum of twice the creature's Hit Dice), which last for 1 round per class level. Bolster Ally can be used only once every 1d4+1 rounds.
&nbsp;&nbsp;''Greater Bolster Ally (Ex):'' Starting at 16th level, the Bard becomes able to use its Bolster Ally ability at will, but only once per round. Additionally, when using Bolster Ally, the Bard may expend 2 extra uses of its Bardic Performance to grant the creature a bonus standard action (instead of a move action), or a floating +8 bonus (along with the temporary hit points) that can use at any time during the current round. This ability can be used only every 1d4+1 rounds.
Etceteris
!!Class Features
|!|>|>|>|!The Fighter |>|!Hit Dice: d10<br>Skill Points: 4 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''| ''Stunts'' |
|''1st''|+1                         | +2 | +0 | +0 |Bonus Feat, Martial Focus +1| — |
|''2nd''|+2                        | +3 | +0 | +0 |Bonus Feat, Battle Prowess +1| — |
|''3rd''|+3                         | +3 | +1 | +1 |Martial Specialist +2| 1 |
|''4th''|+4                         | +4 | +1 | +1 |Bonus Feat, Battle Training, Expert Combatant| 1 |
|''5th''|+5                         | +4 | +1 | +1 |Martial Focus +2| 2 |
|''6th''|+6/+1                    | +5 | +2 | +2 |Bonus Feat, Battle Prowess +2| 2 |
|''7th''|+7/+2                    | +5 | +2 | +2 |@@Battle Mastery@@| 3 |
|''8th''|+8/+3                    | +6 | +2 | +2 |Bonus Feat| 3 |
|''9th''|+9/+4                    | +6 | +3 | +3 |Martial Focus +3, Martial Specialist +4| 4 |
|''10th''|+10/+5                 | +7 | +3 | +3 |Bonus Feat, Battle Prowess +3, @@Battle Mastery@@| 4 |
|''11th''|+11/+6/+6            | +7 | +3 | +3 |Martial Superiority| 5 |
|''12th''|+12/+7/+7            | +8 | +4 | +4 |Bonus Feat, Battle Training| 5 |
|''13th''|+13/+8/+8            | +8 | +4 | +4 |Martial Focus +4, @@Battle Mastery@@| 6 |
|''14th''|+14/+9/+9            | +9 | +4 | +4 |Bonus Feat, Battle Prowess +4| 6 |
|''15th''|+15/+10/+10        | +9 | +5 | +5 |Martial Specialist +6| 7 |
|''16th''|+16/+11/+11/+11 | +10 | +5 | +5 |Bonus Feat, @@Battle Mastery@@| 7 |
|''17th''|+17/+12/+12/+12 | +10 | +5 | +5 |Martial Focus +5| 8 |
|''18th''|+18/+13/+13/+13 | +11 | +6 | +6 |Bonus Feat, Battle Prowess +5| 8 |
|''19th''|+19/+14/+14/+14 | +11 | +6 | +6 |@@Battle Mastery@@| 9 |
|''20th''|+20/+15/+15/+15 | +12 | +6 | +6 |Bonus Feat, Battle Training, Martial Supremacy| 9 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Fighter is proficient with Simple and Martial weapons, with Light and Medium armor, and with Light and Heavy shields.
&nbsp;&nbsp;''Bonus Feats:'' At 1st level and at every even-numbered level, the Fighter receives one bonus Combat feat for which it meets the prerequisites.
&nbsp;&nbsp;''[[Martial Stunts|Class Feature: Martial Stunts]]:'' Beginning at 3rd level, and at every two levels thereafter, the Fighter gains access to one martial stunt for which it meets the prerequisites.
&nbsp;&nbsp;''Martial Focus (Ex):'' At 1st level, the Fighter receives a +1 bonus on attack rolls when using a weapon from a specific Weapon Group. At 5th level, and every four levels thereafter, he gains a +1 bonus with another Weapon Group, and the bonus granted to previous groups increase by 1 point each. for one already selected Weapon Group increases by 1 point. This ability is considered the equivalent of the Weapon Focus feat.
&nbsp;&nbsp;''Battle Training (Ex):'' At 2nd level, the Fighter gains a specific bonus chosen from the list below. At 8th level and every six levels thereafter, it can receives another one. A single ability can be selected more than once, and its effects stack.
<<<
&nbsp;&nbsp;''Defensive Power:'' Armor Class increases by 1 point.
&nbsp;&nbsp;''Swift Reaction:'' Increase Base Reflex bonus by 1 point, +1 bonus on Initiative checks.
&nbsp;&nbsp;''Self Confident:'' Increase Base Will bonus by 1 point, +1 bonus on saves against Morale effects.
<<<
&nbsp;&nbsp;''Battle Prowess (Ex):'' At 2nd level, the Fighter gains a +1 bonus on rolls made to resist any combat maneuver made against him. This bonus increases by 1 point at every four class levels above 2nd.
&nbsp;&nbsp;''Martial Specialization (Ex):'' At 3rd Level, the Fighter gets a +2 bonus on weapon damage rolls when using a weapon from the group for which it has Weapon Focus. At 9th Level and every six levels thereafter, he gains an additional +2 bonus, which he can apply to any Weapon Group that has the benefit of Weapon Focus. If it selects the same group more than once, the bonuses stack.
&nbsp;&nbsp;''Expert Combatant (Ex):'' At 4th level, the Fighter takes only a -2 penalty on attack rolls when using a weapon for which he is not proficient (including improvised weapons). It can also make unarmed strikes without provoking attacks of opportunity at -2 penalty on the attack roll, instead of -4.
&nbsp;&nbsp;''Battle Mastery (Ex):'' At 7th level and every three levels thereafter, the Fighter gains a special ability chosen from the list below.
<<<
&nbsp;&nbsp;''Critical Focus:'' The Fighter selects one weapon group for which it has Weapon Focus. He gains a +2 Competence bonus on critical confirmation rolls and the benefit of Improved Critical for that weapon group.
&nbsp;&nbsp;''Defense Focus:'' Gains a +2 Dodge bonus to AC. In addition, it can no longer be flanked except by opponents with a Base Attack Bonus at least four points higher than its own.
&nbsp;&nbsp;''Critical Mastery:'' 13th level or higher. Select one Weapon Group for which it has the benefit of Improved Critical. The critical hit multiplier for all weapons in that group increases by one step.
&nbsp;&nbsp;''Defense Mastery:'' 13th level or higher. Reduce Precision damage by ona-half.
<<<
&nbsp;&nbsp;''Martial Superiority (Ex):'' A 16th-level Fighter can, while wielding a weapon for which it has Weapon Focus, make an additional primary attack when using the Full Attack action, at the expense of one of its secondary attacks for that round.
&nbsp;&nbsp;''Martial Supremacy (Ex):'' At 20th Level, the Fighter no longer automatically fails an attack roll in a natural roll of 1 when using a weapon for which he is proficient. In addition, once per round, it can choose to take 10 on any single attack roll it makes with a weapon for which he has the benefit of Weapon Focus.
!!Class Variants
*[[Light Armored|Class: Fighter Variant - Light Armored]]: Description
*[[Arcane Adept|Class: Fighter Variant - Arcane Adept]]: Description
*[[Magic Scholar|Class: Fighter Variant - Magic Scholar]]: Description
*[[Martial Slayer|Class: Fighter Variant - Martial Slayer]]: Description
*[[|Class: Fighter Variant - ]]: Description
&nbsp;&nbsp;''Level:'' 2nd
&nbsp;&nbsp;''Requirements:'' Use Magic 3 ranks
&nbsp;&nbsp;''Replaces:'' Battle Prowess, Bonus Feats (levels 4th, 8th, 12th, 16th and 20th)
&nbsp;&nbsp;''Effect:'' This variant grants several benefits.
<<<
&nbsp;&nbsp;''Increased Saves:'' At 5th, 11th and 17th level, the Fighter's Base Will save increases by 1, up to a maximum equal to one half its Hit Dice + 2.
&nbsp;&nbsp;''Spellcasting'' The Fighter becomes able to cast a certain number of spells, which are drawn from the Sorcerer spell list. The Fighter's Base Caster level is equal to one-half its class level.
>&nbsp;&nbsp;''Spell Type'': Arcane.
>&nbsp;&nbsp;''Casting Type:'' Spontaneous.
>&nbsp;&nbsp;''Relevant Ability:'' Charisma.
>&nbsp;&nbsp;''Spells Known:'' The Fighter starts with two 0-level spells and gains an additonal one at each odd-numbered class level. At 4th level and every two levels thereafter, it gains an additional known spell of any level it can cast. At 10th level and each four levels thereafter, it gains an additional known spell of the second-highest spell level it can cast.
>&nbsp;&nbsp;''Residual Casting:'' The Fighter uses the Lifeforce method.
|>|>|>|>|>|!Spell Slots |
|<br>''Level'' |>|>|>|>| ''Spellcasting'' |
|~| ''1st'' | ''2nd'' | ''3rd'' | ''4th'' | ''5th'' |
|''4th''| 2 | — | — | — | — |
|''5th''| 2 | — | — | — | — |
|''6th''| 3 | — | — | — | — |
|''7th''| 3 | — | — | — | — |
|''8th''| 3 | 2 | — | — | — |
|''9th''| 3 | 2 | — | — | — |
|''10th''| 4 | 3 | — | — | — |
|''11th''| 4 | 3 | — | — | — |
|''12th''| 4 | 3 | 2 | — | — |
|''13th''| 4 | 3 | 2 | — | — |
|''14th''| 4 | 4 | 3 | — | — |
|''15th''| 4 | 4 | 3 | — | — |
|''16th''| 5 | 4 | 3 | 2 | — |
|''17th''| 5 | 4 | 3 | 2 | — |
|''18th''| 5 | 4 | 4 | 3 | — |
|''19th''| 5 | 4 | 4 | 3 | — |
|''20th''| 5 | 5 | 4 | 3 | 2 |
<<<
&nbsp;&nbsp;''Level:'' 1st
&nbsp;&nbsp;''Replaces:'' Medium armor proficiency, Heavy shield proficiency
&nbsp;&nbsp;''Effect:'' The Fighter gains either [[Dodge|Feat: Dodge]] or [[Mobility|Feat: Mobility]] as a bonus feat, but only when wearing Light or no armor, and not using a Heavy shield.
&nbsp;&nbsp;''Level:'' 1st
&nbsp;&nbsp;''Requirements:'' Spellcraft 3 ranks, Knowledge (Arcana or Spirits) 1 rank
&nbsp;&nbsp;''Replaces:'' Medium armor proficiency, Bonus Feats (levels 4th, 8th, 12th, 16th and 20th)
&nbsp;&nbsp;''Effect:'' The Fighter selects
&nbsp;&nbsp;''Special:'' This variant can't be selected if the character already has profciency with Medium armor from levels in another class.
&nbsp;&nbsp;''Level:'' 1st
&nbsp;&nbsp;''Replaces:'' Medium armor proficiency, Heavy shield proficiency
&nbsp;&nbsp;''Effect:'' You gain Sneak Attack 1d6. In addition, each time you gain a Martial Stunt, you can choose to increase your Sneak Attack ability by 1d6 instead.
Etceteris
!!Class Features
|!|>|>|>|!The Hakkoda Disciple |>|>|>|!Hit Dice: d8<br>Skill Points: 4 |
|<br>''Level''|<br>''Attack''| <br>''Fort'' | <br>''Ref'' | <br>''Will'' |<br>''Special''| ''Hakkoda''<br>''Arts'' | ''Control<br>Range'' | ''Energy''<br>''Endurance'' |
|''1st''|+0                         | +2 | +2 | +2 |Apprentice Arts, Water Wave 1d8, <br>Ki Power, Touch of Vitality| 1 | 20 ft | — |
|''2nd''|+1                        | +3 | +3 | +3 |Hydromancy, Insightful Defense| 2 | 30 ft | — |
|''3rd''|+2                         | +3 | +3 | +3 |Water Wave 2d8, Still Mind| 3 | 30 ft | 5 |
|''4th''|+3                         | +4 | +4 | +4 |Water Tide, Hydrokinesis, Evasion| 4 | 40 ft | 5 |
|''5th''|+3                         | +4 | +4 | +4 |Water Wave 3d8, Mettle| 5 | 40 ft | 5 |
|''6th''|+4                         | +5 | +5 | +5 |Initiate Arts, Water Glide| 6 | 50 ft | 10 |
|''7th''|+5                         | +5 | +5 | +5 |Water Wave 4d8, @@Hakkoda Secret@@| 7 | 50 ft | 10 |
|''8th''|+6/+1                    | +6 | +6 | +6 |Water Flood, Advanced Hydrokinesis| 8 | 60 ft | 10 |
|''9th''|+6/+1                    | +6 | +6 | +6 |Water Wave 5d8, Water Breathing| 9 | 60 ft | 15 |
|''10th''|+7/+2                  | +7 | +7 | +7 |@@Hakkoda Secret@@, Spirit Sense| 10 | 70 ft | 15 |
|''11th''|+8/+3                  | +7 | +7 | +7 |Adept Arts, Water Wave 6d8| 11 | 70 ft | 15 |
|''12th''|+9/+4                  | +8 | +8 | +8 |Improved Evasion, Improved Water Glide| 12 | 80 ft | 20 |
|''13th''|+9/+4                  | +8 | +8 | +8 |@@Hakkoda Secret@@, Water Wave 7d8, Improved Mettle| 13 | 80 ft | 20 |
|''14th''|+10/+5                | +9 | +9 | +9 |Improved Mettle| 14 | 90 ft | 20 |
|''15th''|+11/+6/+6           | +9 | +9 | +9 |Water Wave 8d8| 15 | 90 ft | 25 |
|''16th''|+12/+7/+7           | +10 | +10 | +10 |Master Arts, @@Hakkoda Secret@@| 16 | 100 ft | 25 |
|''17th''|+12/+7/+7           | +10 | +10 | +10 |Water Wave 9d8| 17 | 100 ft | 25 |
|''18th''|+13/+8/+8           | +11 | +11 | +11 || 18 | 110 ft | 30 |
|''19th''|+14/+9/+9           | +11 | +11 | +11 |Water Wave 10d8, @@Hakkoda Secret@@| 19 | 110 ft | 30 |
|''20th''|+15/+10/+10        | +12 | +12 | +12 || 20 | 120 ft | 30 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' Simple weapons, light armor
&nbsp;&nbsp;''[[Hakkoda Arts:|Class Feature: Hakkoda Arts]]'' 
&nbsp;&nbsp;''Control Range:'' 
&nbsp;&nbsp;''Energy Endurance (Su):'' Absorb X points of Heat/Cold damage each round, @@1/2 class or 1/3 class * 5@@

&nbsp;&nbsp;''Water Wave (Su):'' As a standard action, a Hakkoda Disciple can unleash a powerful stream of water. It makes an attack roll using its class level instead of its Base Attack bonus, and its Wisdom modifier. On a successful hit, the whip deals 1d8 points of Bludgeoning damage, plus additional 1d8 per two class levels above 1st. The range of this ability is equal to the Disciple's Control Range. 
&nbsp;&nbsp;''Touch of Vitality (Su):'' The Hakkoda Disciple can cure wounds by touch by channeling its spiritual power. The Disciple can cure an amount of damage each day equal to twice its class level * its Wisdom modifier. As a standard action, the Disciple may cure any amount of damage, as long as it doesn't exceeds its remaining amount. Touch of Vitality is a Lifeforce effect.
&nbsp;&nbsp;''Hydromancy (Sp):'' A 2nd-level Hakkoda Disciple can use both //Conjure Water// and //Locate Water// at will as spell-like abilities. Its effective caster level is equal to its class level.
&nbsp;&nbsp;''Insightful Defense (Ex):'' Add 1 point of Wis bonus / class level to AC
&nbsp;&nbsp;''Still Mind (Ex):'' +2 bonus against Mental effects
&nbsp;&nbsp;''Water Tide (Su):'' A 4th-level Hakkoda Disciple gains access to this Wave Form, which allows it to transform its Water Wave into a Line or Cone Burst instead. A Line has a length equal to the Disciple's Control Range, and a Cone has a radius equal to one-half its Control Range. Creatures caught in the attack may attempt a Reflex save (DC 10 + 1/2 class level + Wisdom modifier) for half damage.
&nbsp;&nbsp;''Hydrokinesis (Su):'' Telekinesis (sustained) at will. caster level equal to class level, Close range,  5-foot cube per class level
&nbsp;&nbsp;''Water Glide (Su):'' Gain Swim speed equal to Water Whip range. Walk on water.
&nbsp;&nbsp;''Mettle (Ex):'' 
&nbsp;&nbsp;''Touch of Renewal (Su):'' Upon attaining 7th level, a Hakkoda Disciple gains the ability to cure hit point drain with its Touch of Vitality, at the cost of 2 points per hit point cured. In addition, the Disciple may heal a creature from the slowed, sickened and fatigued  conditions by expending 4 point from its reserve for each one. A Hakkoda Disciple can use this abilities along with its normal Touch of Vitality, without expending additional actions.
&nbsp;&nbsp;''Water Flood (Su):'' When a 8th-level Hakkoda Disciple uses its Water Whip ability, it can choose to make it a Burst with a radius equal to one-quarter its Control Range. Creatures caught in the attack may attempt a Reflex save (DC 10 + one-half the Disciple's class level + the Disciple's Wisdom modifier) for half damage.
&nbsp;&nbsp;''Advanced Hydrokinesis (Sp):'' Change water physical state. (Transmute Water to Ice)
&nbsp;&nbsp;''Water Breathing (Su):'' 
&nbsp;&nbsp;''Spirit Sense (Su):'' 
&nbsp;&nbsp;''Improved Water Glide (Su):'' "swim" inside solid ice, at 4 squares cost.
&nbsp;&nbsp;''[[Hakkoda Secret:|Class Feature: Hakkoda Secret]]'' 
&nbsp;&nbsp;''Touch of Restoration (Su):'' A 13th-level Hakkoda Disciple can cure ability damage by touch by expending 4 points from its Tocuh of Vitality reserve per point of damage. It can also remove stunning, nausea, exhaustion or mundane poisons from a creature by expending 8 points from its reserve for each condition.
&nbsp;&nbsp;''Improved Mettle (Ex):'' 
&nbsp;&nbsp;''Touch of Rebirth (Su):'' At 19th level, a Hakkoda Disciple gains the ability to expend 16 points from its Touch of Vitality reserve to cure 1 point of level damage or ability drain, as well as the effects of curses, diseases and similar effects. In addition, it can restore dead creatures to life by expending 4 points from its reserve per Hit Dice of the creature. A creature revived in this way returns to 0 hit points, and can only be affected if it has been dead for up to 1 round per Hit Dice (maximum equal to the Disciple's class level).

&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
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&nbsp;&nbsp;''... (-):'' 
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|!|!The Knight |>|>|!|!Hit Dice: d12 |!|!|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''| ''Damage<br>Reduction'' | ''Stunts'' |
|''1st''|+1                         | +2 | +0 | +2 |Countenance, Fighting Challenge +1| 0 | — |
|''2nd''|+2                        | +3 | +0 | +3 |Bonus Feat, Bravery| 0 | — |
|''3rd''|+3                         | +3 | +1 | +3 |Armored Mobility| 1 | 1 |
|''4th''|+4                         | +4 | +1 | +4 |Bonus Feat| 1 | 1 |
|''5th''|+5                         | +4 | +1 | +4 |Steadfast Recovery, Mettle| 1 | 1 |
|''6th''|+6/+1                    | +5 | +2 | +5 |Gallantry, Fighting Challenge +2| 2 | 2 |
|''7th''|+7/+2                    | +5 | +2 | +5 |Knighthood| 2 | 2 |
|''8th''|+8/+3                    | +6 | +2 | +6 |Bonus Feat| 2 | 2 |
|''9th''|+9/+4                    | +6 | +3 | +6 || 3 | 3 |
|''10th''|+10/+5                 | +7 | +3 | +7 |Knighthood, Dauntless Resolve| 3 | 3 |
|''11th''|+11/+6/+6            | +7 | +3 | +7 |Fighting Challenge +3| 3 | 3 |
|''12th''|+12/+7/+7            | +8 | +4 | +8 |Bonus Feat| 4 | 4 |
|''13th''|+13/+8/+8            | +8 | +4 | +8 |Knighthood, Improved Mettle| 4 | 4 |
|''14th''|+14/+9/+9            | +9 | +4 | +9 || 4 | 4 |
|''15th''|+15/+10/+10        | +9 | +5 | +9 |Steadfast Resurgence| 5 | 5 |
|''16th''|+16/+11/+11/+11 | +10 | +5 | +10 |Bonus Feat, Knighthood, Fighting Challenge +4| 5 | 5 |
|''17th''|+17/+12/+12/+12 | +10 | +5 | +10 |Impetuous Endurance| 5 | 5 |
|''18th''|+18/+13/+13/+13 | +11 | +6 | +11 || 6 | 6 |
|''19th''|+19/+14/+14/+14 | +11 | +6 | +11 |Knighthood, @@????@@| 6 | 6 |
|''20th''|+20/+15/+15/+15 | +12 | +6 | +12 |Bonus Feat, Fighting Challenge +6, Immortal Loyalty| 6 | 6 |
|''Class Skills (4 + Int modifier):'' Acrobatics [Dex], Athletics [Str], Deception [Cha], Diplomacy [Cha], Disable Device [Int], Endurance [Con], Escape Artist [Dex], Intimidate [Cha], Knowledge (...) [Int], Potency [Str], Sleight of Hand [Dex], Spellcraft [Int], Stealth [Dex], Streetwise [Wis], Survival [Wis], Use Magic [Cha]|c
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''Bonus Feats:'' Combat or Challenge/Knighthood feats
&nbsp;&nbsp;''Damage Reduction:'' 
&nbsp;&nbsp;''Countenance:'' A Knight's Countenance reserve is equal to one-half its class level * its Charisma bonus, minimum equal to its class level.
<<<
&nbsp;&nbsp;''Fighting Challenge (Ex):'' By expending 1 use of its Knight's Challenge as a free action, the Knight can select a single opponent within line of sight, and gain a +1 Morale bonus on attack rolls and weapon damage rolls against it. While this ability is active, the Knight also gains a +1 Morale bonus on saves against Mental effects. These bonuses increase by 1 point at 4th level and every four levels thereafter. A Fighting Challenge lasts for a number of rounds equal to the Knight's class level.
&nbsp;&nbsp;''Steadfast Recovery (Ex):'' A 6th-level Knight can expend 2 points from its Countenance reserve as a swift action to make an additional Fortitude or Will save against an effect inflicted on it in the last round. Additionally, the Knight can expend points from its Countenance reserve as a swift action (maximum equal to its class level) to recover four times that amount of hit points. This ability cannot bring a Knight above one-half its total hit points.
&nbsp;&nbsp;''Dauntless Resolve (Ex):'' Starting at 11th level, when a Knight takes damage, it can expend four uses of its Knight's Challenge as an immediate action to make a special Fortitude save (DC equal to the damage taken). On a successful save, it takes only half damage from that attack. Only attacks that deal hit point damage can be selected by this ability.
&nbsp;&nbsp;''Steadfast Resurgence (Ex):'' At 16th level, the Knight may use its Steadfast Recovery ability on any effect, regardless of the round in which was bestowed. If it uses the ability to recover hit points, it instead heals three times its class level.
<<<
&nbsp;&nbsp;''[[Knighthood:|Class Feature: Knighthood]]'' 
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Etceteris
!!Class Features
|!|>|>|>|!The Monk |>|>|>|!Hit Dice: d8<br>Skill Points: 6 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''| ''Martial<br>Stunts'' |''Speed<br>Bonus''|
|''1st''|+0                         | +2 | +2 | +2 |Unarmed Combat, Weapon Focus (Unarmed),<br>Martial Artist, Insightful Defense| 0 | — |
|''2nd''|+1                        | +3 | +3 | +3 |Monastic Training, Evasion| 0 | — |
|''3rd''|+2                         | +3 | +3 | +3 |Ki Power, Ki Strike, Still Mind| 0 | 10 ft |
|''4th''|+3                         | +4 | +4 | +4 |Monastic Training, Uncanny Dodge| 1 | 10 ft |
|''5th''|+3                         | +4 | +4 | +4 |Mettle| 1 | 10 ft |
|''6th''|+4                         | +5 | +5 | +5 |Purity of Body, Spirit Sense| 1 | 20 ft |
|''7th''|+5                         | +5 | +5 | +5 |Ki Power, Enlightenment| 1 | 20 ft |
|''8th''|+6/+1                    | +6 | +6 | +6 |Monastic Training, Improved Uncanny Dodge| 2 | 20 ft |
|''9th''|+6/+1                    | +6 | +6 | +6 |Hear the Air| 2 | 30 ft |
|''10th''|+7/+2                  | +7 | +7 | +7 |Enlightenment, Improved Evasion, Diamond Body| 2 | 30 ft |
|''11th''|+8/+3                  | +7 | +7 | +7 |Ki Power, Diamond Soul| 2 | 30 ft |
|''12th''|+9/+4                  | +8 | +8 | +8 |Monastic Training, Greater Uncanny Dodge| 3 | 40 ft |
|''13th''|+9/+4                  | +8 | +8 | +8 |Enlightenment, Improved Mettle| 3 | 40 ft |
|''14th''|+10/+5                | +9 | +9 | +9 |Spiritual Eye, Perfect Body| 3 | 40 ft |
|''15th''|+11/+6/+6           | +9 | +9 | +9 |Ki Power, Perfect Soul| 3 | 50 ft |
|''16th''|+12/+7/+7           | +10 | +10 | +10 |Monastic Training, Enlightenment| 4 | 50 ft |
|''17th''|+12/+7/+7           | +10 | +10 | +10 |Tongue of the World, Diamond Spirit| 4 | 50 ft |
|''18th''|+13/+8/+8           | +11 | +11 | +11 |Hear the Void, Eyes of Truth| 4 | 60 ft |
|''19th''|+14/+9/+9           | +11 | +11 | +11 |Ki Power, Enlightenment| 4 | 60 ft |
|''20th''|+15/+10/+10        | +12 | +12 | +12 |Monastic Training, Perfect Self| 5 | 60 ft |
Skills: 6 + Int
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Monk is proficient with all Simple weapons. It is proficient with Light armor, but not with shields.
&nbsp;&nbsp;''Monastic Training:'' The Monk receives Weapon Focus (Unarmed) as a bonus feat at 1st level. In addition, at 2nd level and again at 4th level and every four levels thereafter, the Monk gains either a [[Combat|Feats: Combat]] feat or an [[Expert Talent|Class Feature: Expert Talents]] for which it meets the prerequisites.
&nbsp;&nbsp;''Speed Bonus:'' Starting at 3rd level, the Monk gains a +10 ft Enhancement bonus to its speed, as long as it is unarmored and unencumbered. This bonus is considered a extraordinary ability, and increases by 10 ft at 6th level and every three levels thereafter.
&nbsp;&nbsp;''[[Martial Stunts|Class Features: Martial Stunts]]:'' At 4th level and every four levels thereafter, a Monk gains a Martial Stunt for which it meets the prerequisites.
&nbsp;&nbsp;''Unarmed Combat (Ex):'' A Monk receives the benefit of the Improved Unarmed Strike feat, and their unarmed attacks have a base damage of 1d6 for a Medium creature.
&nbsp;&nbsp;''Martial Artist (Ex):'' A Monk uses its class level in place of its Base Attack bonus on Combat checks, and when determining its base Armor Class and Initiative bonus, as well as on abilities that depend on movement, surpirse or flanking (like Uncanny Dodge or the Spring Attack feat). It also uses its class level to determine if it qualifies for feats, prestige classes and so on.
&nbsp;&nbsp;''Insightful Defense (Ex):'' A Monk adds 1 point of Wisdom bonus per class level to its Armor Class. This bonus applies against Touch attacks and when the Monk is Off-guard, but not when is immobilized or helpless.
&nbsp;&nbsp;''Evasion (Ex):'' If a 2nd-level Monk successfully makes a Reflex save against a effect that would deal only half damage on a save, it instead takes one-quarter damage from the effect. It also gains a +4 Dodge bonus on Reflex saves made against effects that deal no damage on a successful save. Evasion can only be used by a creature wearing Light or no armor. A Monk cannot benefit from this ability when caught Off-guard. When Flat-footed, it can use the first benefit of this ability only if it beats the save DC by at least four points.
&nbsp;&nbsp;''Still Mind (Ex):'' A Monk of at least 3rd level gains a +2 bonus on Will saves made against Mind-affecting effects.
&nbsp;&nbsp;''[[Ki Power (Su):|Class Feature: Ki Power]]'' At 3rd level, a Monk gains access to a special reserve of spiritual energy. Its Ki pool has a number of uses equal to one-half its Base Attack bonus, plus its Wisdom modifier. Unless noted otherwise, Ki powers are supernatural abilities.
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' A Monk of at least 4th level reduces the Flat-footed and Off-guard conditions by one step. This ability doesn’t work against opponents with a Base Attack Bonus at least four points higher than his own.
&nbsp;&nbsp;''Ki Strike (Su):'' A 4th-level Monk's unarmed strikes are considered magic weapons for purposes of overcoming Damage Reduction, with an effective enhancement equal to one-third its class level.
&nbsp;&nbsp;''Mettle (Ex):'' At 5th Level, when the Monk makes a successful Fortitude or Will save against an effect that would have a lesser effect on a successful save, it instead suffers no effect at all. In the case of an attack that would deal half damage on a successful save, the Monk takes only one-fourth damage.
&nbsp;&nbsp;''Purity of Body (Ex):'' Upon attaining 6th level, a Monk becomes immune to all mundane diseases.
&nbsp;&nbsp;''Spirit Sense (Su):'' A 7th-level Monk can sense magical auras at a range of 60 feet, as if using //Detect Magic//, except that no concentration is required to determine the presence or absence of auras in the vicinity. The effective caster level of this ability its equal to the Monk's class level.
&nbsp;&nbsp;''Improved Uncanny Dodge (Ex):'' Beginning at 8th level, the Monk can no longer be flanked except by opponents with a Base Attack bonus at least four points higher than its own.
&nbsp;&nbsp;''Hear the Air (Ex)'' A 9th-level Monk gains the benefit of the Blindsense special quality with a range of 5 feet. The range of this ability increases to 10 feet at 12th level, and to 20 feet at 15th level.
&nbsp;&nbsp;''Improved Evasion (Ex):'' Upon attaining 9th level, the Monk receives this ability, which works like Evasion, except that it takes only half damage when fails a Reflex save against an effect that would deal half damage on a successful save. In addition, the Dodge bonus against effects that deal no damage on a successful save increases to +8.
&nbsp;&nbsp;''Greater Flurry of Blows (Ex):'' At 11th level, a Monk can make an additional primary attack when using the Full Attack action. This extra attack is made in addtion to the extra attack granted by Flurry of Blows.
&nbsp;&nbsp;''[[Enlightenment (Su):|Class Feature: Enlightenment]]'' Starting at 11th level, and every three levels thereafter, the Monk can select a single special ability from the list below. Unless noted otherwise, each ability uses the Monk's class level as the effective caster level.
&nbsp;&nbsp;''Diamond Body (Ex):'' A Monk of at least 12th level becomes immune to poisons and diseases of all kind.
&nbsp;&nbsp;''Greater Uncanny Dodge (Ex):'' At 12th level, the Monk becomes able to reduce Precision damage dealt against it by one-half. This ability doesn't require an action, but can only be used if the Monk is not Flat-footed or Off-guard.
&nbsp;&nbsp;''Diamond Soul (Ex):'' Starting at 13th level, the Monk gains Spell Resistance with an amount equal to 12 + its Hit Dice.
&nbsp;&nbsp;''Improved Mettle (Ex):'' At 13th-level Monk gains this ability, which works like Mettle, except that when it fails a Fortitude or Will save, it takes only partial or half effect from the attack.
&nbsp;&nbsp;''Spiritual Eye (Su):'' At 13th level, a Monk is constantly under the effect of a //Arcane Sight// spell, but with a range of only 60 feet. The effective caster level is equal to its class level.
&nbsp;&nbsp;''Perfect Body (Ex):'' When the Monk attains 15th level, it stops aging and cannot be magically aged. It also reduces the fatigue, exhaustion, sickness and nausea conditions by one step and gains 1 point of Damage Reduction against ability damage per six class levels.
&nbsp;&nbsp;''Perfect Soul (Ex):'' A Monk of 16th level gains immunity to Charm, Compulsion, Pattern and Phantasm effects.
&nbsp;&nbsp;''Tongue of the World (Su):'' The Monk gains the ability to communicate with all living, deathless and undead creatures that have an Intelligence score at 17th level. Effects that block mental communication prevent the Monk from using this ability.
&nbsp;&nbsp;''Diamond Spirit (Ex):'' Upon attaining 17th-level, the Monk's Spell Resistance increases by 4 points.
&nbsp;&nbsp;''Hear the Void (Ex):'' At 18th level, the Monk gains the benefit of the Blindsight special ability, at a range of 20 feet.
&nbsp;&nbsp;''Eyes of Truth (Su):'' A 19th-level Monk is constantly under the effect of a //True Seeing// spell, but with a range of only 60 feet. The effective caster level is equal to its class level.
&nbsp;&nbsp;''Perfect Self:'' Upon reaching 20th level, the Monk's creature type changes to Outsider, and gains the Augmented subtype. It also gains DR/Magic equal to its class level.
!!Class Variants
*[[Class: Monk Variant - Martial Stalker]]
*[[Class: Monk Variant - Energy Acolyte]]
*[[Class: Monk Variant - Void Disciple]]
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Level:'' 2nd
&nbsp;&nbsp;''Replaces:'' Monastic Training (2nd level), Ki Power (3rd, 7th, 11th, 15th and 19th level)
!!!Acolyte of Shadow
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Blessing of Shadow (Su):'' An Acolyte of Shadow gains a +4 Enhancement bonus on Stealth checks made in shadowy illumination or darkness. This ability is considered the equivalent of [[Veil of Shadows|Feat: Veil of Shadows]] for purposes of quialifying for feats, prestige classes and so on.
&nbsp;&nbsp;''Shadow Shroud (Su):'' A 3rd-level Monk can expend 1 point from its Ki reserve as a swift action to surround itself on 
&nbsp;&nbsp;''Shadow Leap (Su):'' At 7th level, a Monk can expend 4 Ki points to teleport up to 5 feet per class level as a swift action.
&nbsp;&nbsp;''Shade Bolt (Su):'' 11th level. The Monk can expend points from its Ki reserve (maximum equal to one-half its class level) as a standard action to make a ranged touch attack against a creature within Close range. On a successful hit, the target takes 1d10 points of damage, plus additional 1d10 per Ki point expended and must make a Fortitude save (DC 10 + number of Ki points expended + Wisdom modifier) or is slowed for 1 round.
&nbsp;&nbsp;'' ():'' 15th level
&nbsp;&nbsp;'' ():'' 19th level
!!!Acolyte of Light
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Blessing of ... (Su):'' 2nd level
&nbsp;&nbsp;'':'' 3rd level
&nbsp;&nbsp;'':'' 7th level
&nbsp;&nbsp;'':'' 11th level
&nbsp;&nbsp;'':'' 15th level
&nbsp;&nbsp;'':'' 19th level
!!!Acolyte of Death
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Blessing of ... (Su):'' 2nd level
&nbsp;&nbsp;'':'' 3rd level
&nbsp;&nbsp;'':'' 7th level
&nbsp;&nbsp;'':'' 11th level
&nbsp;&nbsp;'':'' 15th level
&nbsp;&nbsp;'':'' 19th level
Some Monks drift from the path to enlightenment in order to hone their martial abilities. These martial artist develop the ability to kill with a single attack, and often become assassins and spies.
&nbsp;&nbsp;''Replaces:'' Martial Artist, Mettle, Ki Power (7th, 15th), Purity of Body, Diamond Body, Improved Mettle, Perfect Body, Perfect Self.
!!!Variant Changes
&nbsp;&nbsp;''Hit Dice:'' d6
&nbsp;&nbsp;''Base Saves:'' Good Will and Reflex, Poor Fortitude
&nbsp;&nbsp;''Ambusher (Ex):'' The Monk uses its class level in place of its Base Attack Bonus when calculating its base bonus on Initiative checks, and on any features or abilities that involve movement (like the Spring Attack feat), surprise effects (like Uncanny Dodge), precision-based effects or flanking.
&nbsp;&nbsp;''Sneak Attack (Ex):'' If the Monk strikes an Off-guard or flanked creature with a primary attack, it deals 1d6 points of Precision damage. This damage increases by 1d6 at every odd-numbered level above 1st. If the Monk is wielding a weapon that normally deals lethal damage, it must deal lethal damage with it in order to use its Sneak Attack ability.
&nbsp;&nbsp;''Mettle of Mind (Ex):'' At 5th Level, when the Monk makes a successful Will save against an effect that would have a lesser effect on a successful save, it instead suffers no effect at all. In the case of an attack that would deal half damage on a successful save, the Monk takes only one-quarter damage.
&nbsp;&nbsp;''Void Mind (Su):'' A 6th-level Monk can't be detected by Mind-reading abilities with an effective level equal or lower than its class level. 
&nbsp;&nbsp;''Void Body (Su):'' Starting at 10th level, a Monk is constantly under the effect of a //Nondetection//, with an effective caster level equal to its class level. If a creature attempts a caster level check against the effect, the Monk may use either its class level or its Concentration bonus to calculate the required DC.
&nbsp;&nbsp;''Improved Mettle of Mind (Ex):'' At 13th-level Monk gains this ability, which works like Mettle of Will, except that when it fails a Will save, it takes only partial or half effect from the attack.
&nbsp;&nbsp;''Void Soul (Su):'' At 14th level, a Monk 
&nbsp;&nbsp;''Void Self:'' Upon attaining 20th level, the Monk
Etceteris
&nbsp;&nbsp;''Replaces:'' Purity of Body, Diamond Body, Perfect Body, Perfect Self.
!!!Variant Changes
&nbsp;&nbsp;''Void Mind (Su):'' A 6th-level Monk can't be detected by Mind-reading abilities with an effective level equal or lower than its class level. 
&nbsp;&nbsp;''Void Body (Su):'' Starting at 10th level, a Monk is constantly under the effect of a //Nondetection//, with an effective caster level equal to its class level. If a creature attempts a caster level check against the effect, the Monk may use either its class level or its Concentration bonus to calculate the required DC.
&nbsp;&nbsp;''Void Soul (Su):'' At 14th level, a Monk 
&nbsp;&nbsp;''Void Self:'' Upon attaining 20th level, the Monk
Etceteris
!!Class Features
|!|>|>|>|!The Paladin |>|!Hit Dice: d10<br>Skill Points: 4 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''| ''Smite Evil'' |
|''1st''|+1                         | +2 | +0 | +2 |Detect Evil, Divine Power, Smite Evil| 1d8 |
|''2nd''|+2                        | +3 | +0 | +3 |Bonus Feat, Bravery| 1d8 |
|''3rd''|+3                         | +3 | +1 | +3 |Sacred Aura (Courage), Divine Health (Disease)| 2d8 |
|''4th''|+4                         | +4 | +1 | +4 |Bonus Feat, Divine Grace| 2d8 |
|''5th''|+5                         | +4 | +1 | +4 |Channel Divinity (Censure Evil), Mettle| 3d8 |
|''6th''|+6/+1                    | +5 | +2 | +5 |Tenacity, Righteous Arm| 3d8 |
|''7th''|+7/+2                    | +5 | +2 | +5 |Sacred Aura (Resolve), Glorification| 4d8 |
|''8th''|+8/+3                    | +6 | +2 | +6 |Bonus Feat, Purity| 4d8 |
|''9th''|+9/+4                    | +6 | +3 | +6 |Sacred Aura (Virtue)| 5d8 |
|''10th''|+10/+5                 | +7 | +3 | +7 |Channel Divinity (Holy Armor), Glorification| 5d8 |
|''11th''|+11/+6/+6            | +7 | +3 | +7 |Divine Health (Poison), Sacred Oath (Lesser)|  |
|''12th''|+12/+7/+7            | +8 | +4 | +8 |Bonus Feat, Blessed Arm|  |
|''13th''|+13/+8/+8            | +8 | +4 | +8 |Glorification, Improved Mettle|  |
|''14th''|+14/+9/+9            | +9 | +4 | +9 |Valor|  |
|''15th''|+15/+10/+10        | +9 | +5 | +9 |Channel Divinity (Rebuke Evil), Sacred Oath (Greater)|  |
|''16th''|+16/+11/+11/+11 | +10 | +5 | +10 |Bonus Feat, Glorification|  |
|''17th''|+17/+12/+12/+12 | +10 | +5 | +10 |Holy Body|  |
|''18th''|+18/+13/+13/+13 | +11 | +6 | +11 |Holy Mind, Sanctified Arm|  |
|''19th''|+19/+14/+14/+14 | +11 | +6 | +11 |Glorification, Sacred Oath (Supreme)|  |
|''20th''|+20/+15/+15/+15&nbsp; | +12 | +6 | +12 |Bonus Feat, Channel Divinity (Divine Justice), Holy Champion|  |
&nbsp;&nbsp;''Alignment:'' A Paladin must remain Lawful Good in order to retain its supernatural and spell-like class abilities and to continue gaining levels in the class. Furthermore, it gains both the Lawful and Good subtypes, and thus can be detected by spells like //Detect Good// and //Detect Law//.
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Paladin is proficient with Simple and Martial weapons, with Light and Medium armor, and with Light and Heavy shields.
&nbsp;&nbsp;''Bonus Feats:'' At 2nd level, and again at 4th level and every four levels thereafter, the Paladin gains a bonus feat, which can be either a Combat, Devotion or Exalted feat.
&nbsp;&nbsp;''Detect Evil (Sp):'' A Paladin can use //Detect Evil// as the spell at will, using its class level as the effective Caster Level. Starting at 6th level, the Paladin becomes able to automatically detect the presence of Evil-aligned auras at a range of 60 feet, but it must still concentrate to obtain additional information about them. At 12th level, the range of this ability increases to 120 feet.
&nbsp;&nbsp;''[[Divine Power (Su):|Class: Paladin - Channel Divinity]]'' The Paladin can access a special reserve of spiritual energy, which can be used to acomplish varied effects. The Paladin's Divine reserve has a number of points equal to four times its class level, plus bonus points equal to one-half its class level * its Charisma modifier.
&nbsp;&nbsp;As a standard action, a Paladin can touch a living creature and expend any number of Divine points. The creature recovers a number of hit points equal to twice the amount of Divine points expended. This is a Lifeforce effect.
&nbsp;&nbsp;''Smite Evil (Su):'' Once per round, before making a melee attack, a Paladin can expend 4 Divine points to add its Charisma bonus to the attack roll. if the target creature has the Evil subtype, the attack deals 1d8 points of extra damage on a successful hit, plus additional 1d8 per two class levels after 1st. When using Smite Evil, the weapon is considered Good-aligned for purposes of overcoming damage reduction (effective enhancement equal to one-third class level). Activating Smite Evil is considered part of the action used to make the attack.
&nbsp;&nbsp;''Bravery (Ex):'' A 2nd-level Paladin gains a +4 bonus on saves against Morale effects.
&nbsp;&nbsp;''Divine Health (Su):'' Upon attaining 3rd level, the Paladin becomes immune to all diseases (even those of supernatural origin). At 11th level, the Paladin becomes immune to all kinds of poisons and toxins.
&nbsp;&nbsp;''[[Sacred Aura (Su):|Class: Paladin - Sacred Aura]]'' Starting at 3rd level, the Paladin gain access to a special aura that allows it to bolster and protect its allies. The Paladin's Sacred Aura has a range of 20 feet. Unless noted otherwise, the Paladin its excluded from the effect of its own aura.
&nbsp;&nbsp;''Divine Grace (Su):'' Beginning at 4th level, a Paladin adds 1 point of Charisma bonus per class level as a Sacred bonus on all saving throws. 
&nbsp;&nbsp;''Mettle (Ex):'' When a 5th-level Paladin makes a successful Fortitude or Will save against an attack or ability that would have a lesser effect on a successful save, it instead avoids it completely. In the case of an attack that would deal half damage on a successful save, the Paladin takes only one-quarter damage.
&nbsp;&nbsp;''Tenacity (Ex):'' Starting at 6th level, the Paladin's bonus against Morale effects increases to +8. In addition, it gains a +4 bonus on saves against Charm and Compulsion effects.
&nbsp;&nbsp;''Righteous Arm (Su):'' Any weapon wielded by a 8th-level Paladin is treated as Good-aligned for purposes of overcoming Damage Reduction. The effective Enhancement is equal to one-third its class level.
&nbsp;&nbsp;''[[Glorification (Su):|Class: Paladin - Glorification]]'' At 7th level, and every four levels thereafter, the Paladin can select a special ability from the Glorification list. Each ability has the Good descriptor.
&nbsp;&nbsp;''Purity (Su):'' An 8th-level Paladin is constantly under the effect of a //Protection from Evil// spell, with a caster level equal to its class level.
&nbsp;&nbsp;''[[Sacred Oath (Su):|Class: Paladin - Sacred Oath]]'' When a Paladin reaches 11th level, it gains
&nbsp;&nbsp;''Blessed Arm (Su):'' When striking creatures with the Evil subtype, a Paladin of at least 12th level increases its weapon damage by one step, and gains a +4 Sacred bonus on critical confirmation rolls against them.
&nbsp;&nbsp;''Mettle, Improved (Ex):'' 
&nbsp;&nbsp;''Valor (Su):'' Upon attaining 14th level, the Paladin becomes immune to adverse Morale effects, its bonus against Charm and Compulsion effects increases to +8, and gains a +4 bonus on saves against Phantasm and Pattern effects. 
&nbsp;&nbsp;''Holy Body (Su):'' A 17th-level Paladin gains DR 4/— against ability damage, and convert an amount of ability drain equal to one-half its class level into standard ability damage per day. It also gains a +4 bonus on saves made against effects that deal ability damage or level damage.
&nbsp;&nbsp;''Holy Mind (Su):'' At 18th level, the Paladin becomes immune to Charm effects and Compulsion effects. It also gains DR/— equal to its class level against Mental attacks, and a +8 bonus on saves against Phantasm and Pattern effects.
&nbsp;&nbsp;''Sanctified Arm (Su):'' A 18th-level Paladin attacking creatures with the Evil subtype increases its weapon damage by two steps, its critical multiplier by one step, and receives a +8 Sacred bonus on critical confirmation rolls.
&nbsp;&nbsp;''Holy Champion:'' @@Super final ability list?@@
!!Class Variants
[[Class: Paladin Variant - Flexible Channel Divinity]]
*[[Alternative Channel Divinity|Class: Paladin Variant - Alternative Channel Divinity]]
*[[Sacred Spirit|Class: Paladin Variant - Sacred Spirit]]
*[[Divine Bond|Class: Paladin Variant - Divine Bond]]
&nbsp;&nbsp;''Censure Evil:'' A 5th-level Paladin can expend 2 uses from its channeling pool as a standard action to activate this ability. Creatures with the Evil subtype in a 30-foot Radius Burst must succeed on a Will save (DC 10 + 1/2 class level + Charisma modifier) or become stunned for 1 round. A Paladin can affect a maximum number of Hit Dice equal to twice its class level with this ability, divided as it chooses. If a Paladin's class level is at least twice than an affected creature Hit Dice, such creature becomes stunned for a number of rounds equal to one-half the Paladin's class level.
&nbsp;&nbsp;''Holy Armor:'' At 10th level, the Paladin can expend 2 uses from its Channeling pool as a swift action to activate this ability. For 1 round per two class levels, the Paladin gains a Deflection bonus to AC against creatures with the Evil subtype equal to its Charisma bonus (up to one-half its class level), and Damage Reduction 5/Vile for the duration of the effect. Unlike other Channel Divinity effects, Holy Armor can be dispelled.
&nbsp;&nbsp;''Rebuke Evil:'' By expending 2 uses from its channeling pool as a swift action, a Paladin of at least 15th level can activate this ability against a creature with the Evil subtype at a range of 30 feet. The Paladin and the target creature make opposed Charisma level checks (the Paladin uses its class level instead of its Hit Dice). On a success, the target creature takes damage equal to the Paladin's Smite Evil damage, and also takes a -4 penalty on attack rolls, Armor Class, saving throws, Combat check, skill checks and ability checks for 1 round per four class levels. @@The Paladin may have only one Rebuke Evil active at a single time.@@ Rebuke Evil can be removed with //Break Enchantment// and similar magic.
&nbsp;&nbsp;''Divine Justice:'' As a free action during its turn, a 20th-level Paladin can expend 2 uses from its Channeling pool to activate this ability. For 1 round, it gains a +5 Divine bonus on Attack rolls, Combat checks, Saving Throws and Armor Class, DR 10/—, and a +10 bonus on weapon damage rolls. These benefits apply only against creatures with the Evil subtype.
!!!7th Level
&nbsp;&nbsp;''Provoking Smite:'' By expending 1 Channeling point when making a melee attack, the Paladin adds its Charisma bonus to the attack roll. In addition, on a successful hit, the opponent must make a Will save (DC 10 + one-half class level + Charisma modifier) or be forced to attack the Paladin as if under the effect of a //Command// spell. Provoking Smite is a Compulsion ability, and lasts for 1 round.
&nbsp;&nbsp;''Punishing Smite:'' Once per round when making a melee attack, the Paladin can expend 1 Channeling point to activate this ability. The Paladin adds its Charisma bonus to the attack roll, deals +1d8 points of damage per four class levels, and the opponent must make a Fortitude save (DC 10 + one-half class level + Charisma modifier) or take additional damage from the Paladin's attacks for 1 round. The extra damage is equal to one-fifth the normal damage, maximum equal to the Paladin's Charisma modifier per attack.
&nbsp;&nbsp;''Touch of Renewal:'' The Paladin's Lay on Hands ability expands, allowing it to cure 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
!!!13th Level
&nbsp;&nbsp;''Aura of Menace:'' 
&nbsp;&nbsp;''Axiomatic Arm:'' Any weapon wielded by the Paladin is treated as Lawful-aligned for purposes of overcoming Damage Reduction. The effective Enhancement is equal to one-third its class level.
&nbsp;&nbsp;''Sacred Soul:'' SR 10 + class level, 14 + class level against Evil
&nbsp;&nbsp;''Touch of Restoration:'' 13th level or higher. 
&nbsp;&nbsp;'':'' 
!!!19th Level
&nbsp;&nbsp;''Aura of Sanctity:'' Hallow, but stronger
&nbsp;&nbsp;''Celestial Arm:'' Creatures with Evil subtype take Charisma bonus as hit point drain with each attack.
&nbsp;&nbsp;''Touch of Rebirth:'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;//Courage:// At 3rd level and higher, +4 Morale bonus on saves against Morale effects to all allied creatures within range. The Paladin is unaffected from its own Aura of Courage.
&nbsp;&nbsp;//Resolve:// At 7th level and higher, the Paladin's Aura of Courage ability also grants a +4 Morale bonus on saves against Charm and Compulsion effects.
&nbsp;&nbsp;//Virtue:// Starting at 9th level, the Paladin's Sacred Aura gains the effect of a //Magic Circle// keyed to creatures with the Evil subtype. Creatures within range (including the Paladin) benefit from the effects according to the description of the spell. Unlike other effects of the Sacred Aura, this one can be dispelled, but the Paladin can create it again as a swift action.
Etceteris
!!!Oath of Honor
&nbsp;&nbsp;''Lesser:'' At will as a swift action, the Paladin can activate this ability, which lasts until the beginning of its next turn and affects all allies within range of its Aura of Virtue. The Paladin takes up to its class level of the amount of damage the warded creature would be dealt, and the rest of the damage is dealt normaly to the warded creature. This ability deactivates when the Paladin is uncoscious or dead.
&nbsp;&nbsp;''Greater:'' At will as a standard action, the Paladin can activate this ability on a single creature within range of its Aura of Virtue. The creature is surrounded by a spiritual barrier that absorbs damage equal to eight times its class level before collapsing. If the affected creature engages in combat or violent motion, the barrier dissapears. This ability lasts for 1 round.
&nbsp;&nbsp;''Supreme:'' 
!!!Oath of Justice
&nbsp;&nbsp;''Lesser:'' At will as a swift action, the Paladin can activate this ability which grants Damage Reduction 2/Vile (which stacks with any other kind of Damage Reduction) to all creatures affected by its Aura of Virtue. In addition, those creatures gain the Good Strike special ability, with an effective enhancement equal to one-third the Paladin's class level.
&nbsp;&nbsp;''Greater:'' At will as a standard action, the Paladin can activate this ability on a single creature within range of its Aura of Virtue. The creature gains one temporary use of the Paladin's Smite Evil special ability, which must be used before the end of its next turn.
&nbsp;&nbsp;''Supreme:'' 
!!!Oath of Mercy
&nbsp;&nbsp;''Lesser:'' At will as a swift action, the Paladin can expend any number of hit points to cure an allied creature within the range of its Aura of Virtue by the same amount. The Paladin may choose to cure multiple allies with at the same time, but it must expend hit points for each creature. This is a Lifeforce effect.
&nbsp;&nbsp;''Greater:'' At will as a standard action, the Paladin can activate this ability on a single ally within range of its Aura of Virtue (excluding itself). For 1 round, the numeric effect of Lifeforce abilities on the creature increases by one-half.
&nbsp;&nbsp;''Supreme:'' 
!!!Oath of Venegance
&nbsp;&nbsp;''Lesser:'' At will as a swift action, the Paladin can activate this ability, which lasts until the beginning of its next turn and affects all allies within range of its Aura of Virtue. Opponents striking affected creatures with natural or handheld weapons take damage equal to one-half the Paladin's Charisma bonus (equal to its Charisma bonus for creatures with the Evil subtype). This is a Mental effect.
&nbsp;&nbsp;''Greater:'' 
&nbsp;&nbsp;''Supreme:'' 
&nbsp;&nbsp;''Holy Shroud:'' __Replaces Holy Armor__. A 10th-level Paladin can expend two uses from its channeling pool as a swift action to activate this ability, which lasts for 1 round per class level. Creatures with the Evil subtype touching or striking the Paladin with natural weapons or unarmed strikes take damage equal to its Charisma bonus, with no save allowed. These damage also applies to the Paladin's own unarmed strikes. Either way, a creature can't take more damage from this abilty than the Paladin's class level in a single round. Creaures grappling or holding the Paladin automatically take the maximum amount of damage. In addtion, the Paladin gains Damage Reduction 2/Vile. Unlike most Channel Divinity effects, Holy Shroud can be dispelled.
Using this variant, the Paladin becomes able to better fight criminals, tyrants and other evil characters that don't have the Evil subtype. The effects from the different Channel Divinty abilities are expanded as follows, and apply only to evil-aligned creatures without the Evil subtype that have recently engaged in evil acts, as determined by the master.
''Smite Evil:'' As normal, except that it deals the minimum amount of extra damage.
''Censure Evil:'' Affected creatures become slowed instead of stunned.
''Holy Armor:'' Apply the damage reduction, but not the bonuses from Aura of Purity.
&nbsp;&nbsp;&nbsp;&nbsp;''Holy Shroud:'' 
Unless otherwise noted, all spirits share the following traits:
*The Paladin can summon a spirit by expending 2 uses from its Channeling pool as a swift action.
*Once summoned, a spirit remains for 1 round per class level, or until special conditions are met.
*A spirit appears in the Paladin's space, or within 30 feet of it (Paladin's choice). If sharing its space, a spirit moves with the paladin. Otherwise, it can command the spirit to move up to 30 feet as a free action each round, but only if it has line of effect to the spirit.
*A sacred spirit occupies a 5-foot square (if sharing the Paladin's space, use its space if larger). It is traslucent and insubstancial, and doesn't block line of sight or effect.
*The spirit's abilities affect the Paladin and its allies if they are within 5 feet of the spirit.
*A Sacred Spirit can't be destroyed or damaged, but can be dispelled, and is treated as a summoned creature for purposes of spells like //Dismissal// and //Banishment//.
*Only one spirit can be active at a single time. If the Paladin summons another, the original spirit fades. The Paladin may also choose to dismiss a spirit as a swift action. A summoned spirit disapears if the paladin moves more than 60 feet away, or if it looses line of effect to it.
The Paladin gains access to the following spirits, acording to its class level:
&nbsp;&nbsp;''Healing:'' 5th level. This spirit mimics the Paladin's Lay on Hands ability. When summoned, it has a total amount of healing equal to twice the Paladin's reserve. By expending  a standard action, the Paladin or one of its allies can heal themselves using the spirit's reserve. Only hit point damage can be cured by this spirit.
&nbsp;&nbsp;''Combat:'' 10th level. This spirit grants a +1 Sacred bonus per four class levels on all attacks and damage rolls. In addition, affected cratures' weapons are treated as Good-aligned for purposes of overcoming damage reduction (effective enhancement equal to one-third class level).
&nbsp;&nbsp;''Heroism:'' 15th level. This spirit grants DR 10/—, and allows the Paladin to use its Lay on Hands ability on any number of affected creatures once per round as a free action (This effect can be used even if the Paladin is not currently within 5 feet of the spirit). In addition, affected creatures reduce dying penalties by one step.
&nbsp;&nbsp;''Glory:'' 20th level. 
Etceteris
!!Class Features
|!|>|>|>|!The Psychic Warrior |>|>|!Hit Dice: d10<br>Skill Points: 4|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''| ''Power<br>&nbsp;Points&nbsp;'' | ''Maximum<br>Power Level'' |
|''1st''|+1                                  | +2 | +0 | +2 |Bonus Feat | 1 | 0 |
|''2nd''|+2                                 | +3 | +0 | +3 |Martial Focus +1 | 2 | 1st |
|''3rd''|+3                                  | +3 | +1 | +3 |Bonus Feat | 3 | 1st |
|''4th''|+4                                  | +4 | +1 | +4 |Psionic Boost | 4 | 1st |
|''5th''|+5                                  | +4 | +1 | +4 |Mettle | 7 | 2nd |
|''6th''|+6/+1                             | +5 | +2 | +5 |Bonus Feat | 11 | 2nd |
|''7th''|+7/+2                             | +5 | +2 | +5 |Martial Focus +2 | 15 | 2nd |
|''8th''|+8/+3                             | +6 | +2 | +6 |—— | 19 | 3rd |
|''9th''|+9/+4                             | +6 | +3 | +6 |Bonus Feat | 23 | 3rd |
|''10th''|+10/+5                          | +7 | +3 | +7 |Greater Psionic Boost | 27 | 3rd |
|''11th''|+11/+6/+6                     | +7 | +3 | +7 |@@???@@, Psychic Prowess | 35 | 4th |
|''12th''|+12/+7/+7                     | +8 | +4 | +8 |Bonus Feat              | 43 | 4th |
|''13th''|+13/+8/+8                     | +8 | +4 | +8 |Martial Focus +3, Improved Mettle | 51 | 4th |
|''14th''|+14/+9/+9                     | +9 | +4 | +9 |——                        | 59 | 5th |
|''15th''|+15/+10/+10                  | +9 | +5 | +9 |Bonus Feat, Psychic Prowess | 67 | 5th |
|''16th''|+16/+11/+11/+11           | +10 | +5 | +10 |Supreme Psionic Boost | 79 | 5th |
|''17th''|+17/+12/+12/+12           | +10 | +5 | +10 |—— | 91 | 6th |
|''18th''|+18/+13/+13/+13           | +11 | +6 | +11 |Bonus Feat | 103 | 6th |
|''19th''|+19/+14/+14/+14           | +11 | +6 | +11 |Martial Focus +4, Psychic Prowess  | 115 | 6th |
|''20th''|+20/+15/+15/+15&nbsp; | +12 | +6 | +12 |Psychic Apogee                  | 127 | 7th |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''Bonus Feats:'' 
&nbsp;&nbsp;''Psionics:'' 
&nbsp;&nbsp;''Martial Focus (Ex):'' 
&nbsp;&nbsp;''Psionic Boost (Su):'' As a swift action, Psychic Warrior can expend 3 points from its Psionic reserve to gain a +4 bonus to Strength and Dexterity for 1 round.
&nbsp;&nbsp;''Mettle (Ex):'' 
&nbsp;&nbsp;''??? (-):'' 
&nbsp;&nbsp;''Psychic Prowess (Su):'' 
&nbsp;&nbsp;''Improved Mettle (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''Psychic Apogee:'' 
!!Class Variants
*[[---|Class: - Variant - ]]: Description
*[[---|Class: - Variant - ]]: Description
|!|>|>|>|!The Ranger |>|!Hit Dice: d10<br>Skill Points: 6|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''| ''Stunts''|
|''1st''|+1                         | +2 | +2 | +0 |Expert Talent, Favored Enemy +2| — |
|''2nd''|+2                        | +3 | +3 | +0 |Bonus Feat| — |
|''3rd''|+3                         | +3 | +3 | +1 |Expertise| 1 |
|''4th''|+4                         | +4 | +4 | +1 |Bonus Feat| 1 |
|''5th''|+5                         | +4 | +4 | +1 |Favored Enemy +4| 1 |
|''6th''|+6/+1                    | +5 | +5 | +2 |Expert Talent| 2 |
|''7th''|+7/+2                    | +5 | +5 | +2 |Expertise| 2 |
|''8th''|+8/+3                    | +6 | +6 | +2 |Bonus Feat| 2 |
|''9th''|+9/+4                    | +6 | +6 | +3 |Talented Hunter| 3 |
|''10th''|+10/+5                 | +7 | +7 | +3 |Expert Talent, Favored Enemy +6| 3 |
|''11th''|+11/+6/+6            | +7 | +7 | +3 |Expertise| 3 |
|''12th''|+12/+7/+7            | +8 | +8 | +4 |Bonus Feat| 4 |
|''13th''|+13/+8/+8            | +8 | +8 | +4 |Hunting Mastery| 4 |
|''14th''|+14/+9/+9            | +9 | +9 | +4 |Expert Talent| 4 |
|''15th''|+15/+10/+10        | +9 | +9 | +5 |Favored Enemy +8, Expertise| 5 |
|''16th''|+16/+11/+11/+11 | +10 | +10 | +5 |Bonus Feat, @@???@@| 5 |
|''17th''|+17/+12/+12/+12 | +10 | +10 | +5 |Hunting Mastery| 5 |
|''18th''|+18/+13/+13/+13 | +11 | +11 | +6 |Expert Talent| 6 |
|''19th''|+19/+14/+14/+14 | +11 | +11 | +6 |Expertise| 6 |
|''20th''|+20/+15/+15/+15 | +12 | +12 | +6 |Bonus Feat, Favored Enemy +10, @@???@@| 6 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Ranger is proficient with Simple and Martial weapons, and with Light armor and Light shields.
&nbsp;&nbsp;''Bonus Feats:'' At 2nd level, and at each four class levels, the Ranger gains a bonus Combat feat for which it meets the prerequisites.
&nbsp;&nbsp;''[[Expert Talents|Class Feature: Expert Talents]]:'' At 1st level, and again at 6th level and every four levels thereafter, the Ranger gains access to one talent for which it meets the prerequisites.
&nbsp;&nbsp;''[[Martial Stunts|Class Feature: Martial Stunts]]:'' At 3rd level and every four levels thereafter, the Ranger gains access to one martial stunt for which it meets the prerequisites.
&nbsp;&nbsp;''Favored Enemy (Ex):'' The Ranger selects one category of creatures from the list below, and receives a +2 bonus on damage rolls and Combat checks against creatures of the relevant types. It also receives a +2 bonus on Perception, Insight, Survival and Streetwise checks made against such creatures. At 5th level, and every five levels thereafter, the Ranger selects an additional category, and the bonuses of all previously chosen categories increase by 2 points.
<<<
&nbsp;&nbsp;''Humanoids:'' Humanoid, Monstrous Humanoid, Giant.
&nbsp;&nbsp;''Beasts:'' Animal, Vermin, Magical Beast.
&nbsp;&nbsp;''Supernatural Creatures:'' Aberration, Fey, Outsider (Native).
&nbsp;&nbsp;''Energy Beings:'' Elementals, Deathless, Undead.
&nbsp;&nbsp;''Constructs:'' Construct, Plant, Ooze.
&nbsp;&nbsp;''Dragons:'' Dragon.
&nbsp;&nbsp;''Immortals:'' Outsider.
<<<
&nbsp;&nbsp;''Expertise (Ex):'' 
<<<
&nbsp;&nbsp;''Insightful Defense (Ex):'' The Ranger adds 1 point of Wisdom bonus per class level to its Armor Class. This bonus applies against Touch attacks and when the Ranger is Off-guard, but not when is immobilized or helpless.
&nbsp;&nbsp;''Fast Movement (Ex):'' 
&nbsp;&nbsp;''Keen Senses (Ex):'' 
&nbsp;&nbsp;''Evasion (Ex):'' 
&nbsp;&nbsp;''Evasion, Improved (Ex):'' 11th level or higher. Requires Evasion.
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' 
&nbsp;&nbsp;''Uncanny Dodge, Improved (Ex):'' 7th level or higher. Requires Uncanny Dodge. 
<<<
&nbsp;&nbsp;''Talented Hunter (Ex):'' Gain half normal bonus on attack rolls against Favored Enemy.
&nbsp;&nbsp;''Hunting Mastery (Ex):'' 
<<<
&nbsp;&nbsp;'':'' Increase Critical multiplier vs Favored Enemy
&nbsp;&nbsp;'':'' Increase base damage of weapon vs Favored Enemy
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 17th level or higher. 
&nbsp;&nbsp;'':'' 17th level or higher. 
<<<
|!|>|>|>|!The Rogue |!Hit Dice: d6 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+0                         | +0 | +2 | +0 |Ambusher, Expert Talent, Sneak Attack 1d6|
|''2nd''|+1                        | +0 | +3 | +0 |Expert Talent, Evasion|
|''3rd''|+2                         | +1 | +3 | +1 |Sneak Attack 2d6, Danger Sense +1|
|''4th''|+3                         | +1 | +4 | +1 |Expert Talent, Uncanny Dodge|
|''5th''|+3                         | +1 | +4 | +1 |Sneak Attack 3d6|
|''6th''|+4                         | +2 | +5 | +2 |Expert Talent, Danger Sense +2|
|''7th''|+5                         | +2 | +5 | +2 |Sneak Attack 4d6|
|''8th''|+6/+1                    | +2 | +6 | +2 |Expert Talent, Improved Uncanny Dodge|
|''9th''|+6/+1                    | +3 | +6 | +3 |Sneak Attack 5d6, Danger Sense +3|
|''10th''|+7/+2                  | +3 | +7 | +3 |Expert Talent|
|''11th''|+8/+3                  | +3 | +7 | +3 |Sneak Attack 6d6, Improved Evasion|
|''12th''|+9/+4                  | +4 | +8 | +4 |Expert Talent, Danger Sense +4|
|''13th''|+9/+4                  | +4 | +8 | +4 |Sneak Attack 7d6|
|''14th''|+10/+5                | +4 | +9 | +4 |Expert Talent|
|''15th''|+11/+6/+6           | +5 | +9 | +5 |Sneak Attack 8d6, Danger Sense +5|
|''16th''|+12/+7/+7           | +5 | +10 | +5 |Expert Talent, @@???@@|
|''17th''|+12/+7/+7           | +5 | +10 | +5 |Sneak Attack 9d6|
|''18th''|+13/+8/+8           | +6 | +11 | +6 |Expert Talent, Danger Sense +6|
|''19th''|+14/+9/+9           | +6 | +11 | +6 |Sneak Attack 10d6|
|''20th''|+15/+10/+10        | +6 | +12 | +6 |Expert Talent, @@???@@|
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Rogue is proficient with Simple weapons, and with Martial weapons from a single group (Rogue's choice). It is also proficient with Light armor, and with Light shields.
&nbsp;&nbsp;''[[Expert Talents|Class Feature: Expert Talents]]:'' Beginning at 1st level, and every even-numbered level thereafter, the Rogue gains access to a list of special abilities known as Expert Talents. Unless noted otherwise, each talent can be selected only once.
&nbsp;&nbsp;''Ambusher (Ex):'' The Rogue uses its class level in place of its Base Attack Bonus when calculating its base bonus on Initiative checks, and on any features or abilities that involve movement (like the Spring Attack feat), surprise effects (like Uncanny Dodge), precision-based effects or flanking.
&nbsp;&nbsp;''Sneak Attack (Ex):'' Once per turn, when a Rogue hits an Off-guard creature, and also when receiving the benefits of flanking, it deals an extra 1d6 points of precision-based damage. This damage increases by 1d6 at every odd-numbered level above 1st. As normal with precision-based abilities, the maximum range at which a Sneak Attack can be used is 30 feet. If the Rogue is wielding a weapon that normally deals lethal damage, it must deal lethal damage with it in order to use its Sneak Attack ability.
&nbsp;&nbsp;''Evasion (Ex):'' If a 2nd-level Rogue successfully makes a Reflex save against a effect that would deal only half damage on a save, it instead takes one-quarter damage from the effect. It also gains a +4 Dodge bonus on Reflex saves made against effects that deal no damage on a successful save. Evasion can only be used by a creature wearing Light or no armor. A Rogue cannot benefit from this ability when caught Off-guard. When Flat-footed, it can use the first benefit of this ability only if it beats the save DC by at least four points.
&nbsp;&nbsp;''Danger Sense (Ex):'' At 3rd level, the Rogue receives a +1 bonus on Initiative checks, and a +1 Dodge bonus to AC and on Reflex saves against attacks made by traps. These bonuses increase by 1 point at each three class levels above 3rd.
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' A Rogue of at least 4th level reduces the Flat-footed and Off-guard conditions by one step. This ability doesn’t work against opponents with a Base Attack Bonus at least four points higher than his own.
&nbsp;&nbsp;''Uncanny Dodge, Improved (Ex):'' Beginning at 6th level, the Rogue can no longer be flanked except by opponents with a Base Attack Bonus at least four points higher than its own.
&nbsp;&nbsp;''Evasion, Improved (Ex):'' 
|!|!The Scout |>|>|!|!Hit Dice: d8 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+0                         | +0 | +2 | +0 ||
|''2nd''|+1                        | +0 | +3 | +0 |Battle Fortitude +1|
|''3rd''|+2                         | +1 | +3 | +1 ||
|''4th''|+3                         | +1 | +4 | +1 ||
|''5th''|+3                         | +1 | +4 | +1 ||
|''6th''|+4                         | +2 | +5 | +2 ||
|''7th''|+5                         | +2 | +5 | +2 ||
|''8th''|+6/+1                    | +2 | +6 | +2 |Battle Fortitude +2|
|''9th''|+6/+1                    | +3 | +6 | +3 ||
|''10th''|+7/+2                  | +3 | +7 | +3 ||
|''11th''|+8/+3                  | +3 | +7 | +3 ||
|''12th''|+9/+4                  | +4 | +8 | +4 ||
|''13th''|+9/+4                  | +4 | +8 | +4 ||
|''14th''|+10/+5                | +4 | +9 | +4 |Battle Fortitude +3|
|''15th''|+11/+6/+6           | +5 | +9 | +5 ||
|''16th''|+12/+7/+7           | +5 | +10 | +5 ||
|''17th''|+12/+7/+7           | +5 | +10 | +5 ||
|''18th''|+13/+8/+8           | +6 | +11 | +6 ||
|''19th''|+14/+9/+9           | +6 | +11 | +6 ||
|''20th''|+15/+10/+10        | +6 | +12 | +6 |Battle Fortitude +4|
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''Bonus Feats:'' 
&nbsp;&nbsp;''Ambusher (Ex):'' ???
&nbsp;&nbsp;''Battle Fortitude (Ex):'' +X on Init and Fort
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
Etceteris
!!Class Features
|!|>|>|>|!The Shadowcaster |!Hit Dice: d8|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+0                     | +2 | +0 | +2 |Apprentice Mysteries|
|''2nd''|+1                    | +3 | +0 | +3 ||
|''3rd''|+2                     | +3 | +1 | +3 ||
|''4th''|+3                     | +4 | +1 | +4 ||
|''5th''|+3                     | +4 | +1 | +4 ||
|''6th''|+4                     | +5 | +2 | +5 ||
|''7th''|+5                     | +5 | +2 | +5 |Initiate Mysteries|
|''8th''|+6/+1                | +6 | +2 | +6 ||
|''9th''|+6/+1                | +6 | +3 | +6 ||
|''10th''|+7/+2              | +7 | +3 | +7 ||
|''11th''|+8/+3              | +7 | +3 | +7 ||
|''12th''|+9/+4              | +8 | +4 | +8 ||
|''13th''|+9/+4              | +8 | +4 | +8 |Adept Mysteries|
|''14th''|+10/+5            | +9 | +4 | +9 ||
|''15th''|+11/+6/+6       | +9 | +5 | +9 ||
|''16th''|+12/+7/+7       | +10 | +5 | +10 ||
|''17th''|+12/+7/+7       | +10 | +5 | +10 ||
|''18th''|+13/+8/+8       | +11 | +6 | +11 ||
|''19th''|+14/+9/+9       | +11 | +6 | +11 |Savant Mysteries|
|''20th''|+15/+10/+10    | +12 | +6 | +12 ||
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''Shadowcasting:'' 
&nbsp;&nbsp;''...:'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
!!Class Variants
*[[Swift Shadow|Class: Shadowcaster Variant - Swift Shadow]]: Trade resilience for mobility and stealth.
*[[---|Class: - Variant - ]]: Description
&nbsp;&nbsp;''Level:'' 1st
&nbsp;&nbsp;''Replaces:'' 
&nbsp;&nbsp;''Effect:'' 
Etceteris
!!Class Abilities
|!|!The Shaman |>|>|!|!Hit Dice: d8 |>|>|>|>|>|>|>|>|>|!|
|<br>''Level''|<br>''Attack''| <br>''Fort'' | <br>''Ref'' | <br>''Will'' |<br>''Special''|>|>|>|>|>|>|>|>|>| ''Spellcasting'' |
|~|~|~|~|~|~| ''1st'' | ''2nd'' | ''3rd'' | ''4th'' | ''5th'' | ''6th'' | ''7th'' | ''8th'' | ''9th'' | ''10th'' |
|''1st''|+0                  | +2 | +0 | +2 |Primary Domain| 1 | — | — | — | — | — | — | — | — | — |
|''2nd''|+1                 | +3 | +0 | +3 |Secondary Domain, <br>Spiritual Channeling| 2 | — | — | — | — | — | — | — | — | — |
|''3rd''|+2                  | +3 | +1 | +3 || 2 | 1 | — | — | — | — | — | — | — | — |
|''4th''|+3                  | +4 | +1 | +4 |Bonus Feat| 3 | 2 | — | — | — | — | — | — | — | — |
|''5th''|+3                  | +4 | +1 | +4 || 3 | 2 | 1 | — | — | — | — | — | — | — |
|''6th''|+4                  | +5 | +2 | +5 |Lesser Power (Primary Domain)| 4 | 3 | 2 | — | — | — | — | — | — | — |
|''7th''|+5                  | +5 | +2 | +5 || 4 | 3 | 2 | 1 | — | — | — | — | — | — |
|''8th''|+6/+1             | +6 | +2 | +6 |Bonus Feat| 4 | 4 | 3 | 2 | — | — | — | — | — | — |
|''9th''|+6/+1             | +6 | +3 | +6 || 5 | 4 | 3 | 2 | 1 | — | — | — | — | — |
|''10th''|+7/+2           | +7 | +3 | +7 |Lesser Power (Secondary Domain)| 5 | 4 | 4 | 3 | 2 | — | — | — | — | — |
|''11th''|+8/+3           | +7 | +3 | +7 || 5 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
|''12th''|+9/+4           | +8 | +4 | +8 |Bonus Feat| 6 | 5 | 4 | 4 | 3 | 2 | — | — | — | — |
|''13th''|+9/+4           | +8 | +4 | +8 || 6 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — |
|''14th''|+10/+5         | +9 | +4 | +9 |Greater Power (Primary Domain)| 6 | 6 | 5 | 4 | 4 | 3 | 2 | — | — | — |
|''15th''|+11/+6/+6    | +9 | +5 | +9 || 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 | — | — |
|''16th''|+12/+7/+7    | +10 | +5 | +10 |Bonus Feat| 7 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | — | — |
|''17th''|+12/+7/+7    | +10 | +5 | +10 || 7 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 | — |
|''18th''|+13/+8/+8    | +11 | +6 | +11 |Greater Power (Secondary Domain)| 7 | 7 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | — |
|''19th''|+14/+9/+9    | +11 | +6 | +11 || 7 | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 |
|''20th''|+15/+10/+10| +12 | +6 | +12 |Bonus Feat| 8 | 7 | 7 | 6 | 6 | 5 | 4 | 4 | 3 | 2 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Shaman is proficient with Simple weapons. It is proficient with Light armor and Light shields.
&nbsp;&nbsp;''Bonus Feats:'' At 4th level and every four levels thereafter, the Shaman gains a bonus feat, which can be either a Channeling, Magic or Metamagic feat.
&nbsp;&nbsp;''[[Spellcasting|Class Feature: Spellcasting]]:'' The Shaman is able to cast a certain number of spells, which is noted in the table above. The Cleric's Base Caster Level its equal to its class level.
<<<
&nbsp;&nbsp;''Spell Type:'' Spiritual.
&nbsp;&nbsp;''Relevant Ability:'' Wisdom.
&nbsp;&nbsp;''Casting Type:'' Spontaneous.
&nbsp;&nbsp;''Spells Known:'' A Shaman starts knowing four 0-level spells, and two 1st-level spells. At each class level, a Cleric gains two spells of any level it can cast. In addition, a Cleric automatically knows the spells associated with its domains.
&nbsp;&nbsp;''Residual Casting:'' The Cleric uses the Incantation method.
<<<
&nbsp;&nbsp;''[[Spiritual Domains|Class Feature: Spiritual Domains]]:'' A Shaman selects one domain at 1st level to be considered its primary domain. At 2nd level, it selects a secondary domain. The Shaman's class level is considered to be four levels lower for purposes of determining the effect of the powers and abilities granted by its secondary domain.
&nbsp;&nbsp;''Spiritual Channeling (Su):'' At 2nd level, the Shaman chooses one Spiritual Channeling ability from its primary domain. The Shaman's Spiritual pool has a number of uses equal to one-half its class level, plus its Charisma modifier (minimum 1).
&nbsp;&nbsp;''Domain Powers (Su):'' As the Shaman gains levels, it receives special abilities from each of its domains, as indicated in the table.
Etceteris
|!|>|>|>|!The Sorcerer |>|>|>|>|>|>|>|>|>|>|!Hit Dice: d6<br>Skill Points: 4 |
|<br>''Level''|<br>''Attack''| <br>''Fort'' | <br>''Ref'' | <br>''Will'' |<br>''Special''|>|>|>|>|>|>|>|>|>| ''Spellcasting'' |
|~|~|~|~|~|~| ''1st'' | ''2nd'' | ''3rd'' | ''4th'' | ''5th'' | ''6th'' | ''7th'' | ''8th'' | ''9th'' | ''10th'' |
|''1st''|+0             | +0 | +0 | +2 |Eschew Materials   | 3 | — | — | — | — | — | — | — | — | — |
|''2nd''|+1             | +0 | +0 | +3 |Sorcery               | 4 | — | — | — | — | — | — | — | — | — |
|''3rd''|+1             | +1 | +1 | +4 |Bonus Spell (2nd) | 4 | 3 | — | — | — | — | — | — | — | — |
|''4th''|+2             | +1 | +1 | +4 |Bonus Feat           | 5 | 4 | — | — | — | — | — | — | — | — |
|''5th''|+2             | +2 | +2 | +5 |Bonus Spell (3rd) | 5 | 4 | 3 | — | — | — | — | — | — | — |
|''6th''|+3             | +2 | +2 | +5 |Sorcery                | 6 | 5 | 4 | — | — | — | — | — | — | — |
|''7th''|+3             | +2 | +2 | +6 |Bonus Spell (4th) | 6 | 5 | 4 | 3 | — | — | — | — | — | — |
|''8th''|+4             | +3 | +3 | +6 |Bonus Feat           | 6 | 6 | 5 | 4 | — | — | — | — | — | — |
|''9th''|+4             | +3 | +3 | +7 |Bonus Spell (5th) | 7 | 6 | 5 | 4 | 3 | — | — | — | — | — |
|''10th''|+5           | +3 | +3 | +7 |Sorcery                | 7 | 6 | 6 | 5 | 4 | — | — | — | — | — |
|''11th''|+5           | +4 | +4 | +8 |Bonus Spell (6th) | 7 | 7 | 6 | 5 | 4 | 3 | — | — | — | — |
|''12th''|+6/+1      | +4 | +4 | +8 |Bonus Feat           | 8 | 7 | 6 | 6 | 5 | 4 | — | — | — | — |
|''13th''|+6/+1      | +4 | +4 | +9 |Bonus Spell (7th) | 8 | 7 | 7 | 6 | 5 | 4 | 3 | — | — | — |
|''14th''|+7/+2      | +5 | +5 | +9 |Sorcery                | 8 | 8 | 7 | 6 | 6 | 5 | 4 | — | — | — |
|''15th''|+7/+2      | +5 | +5 | +10 |Bonus Spell (8th) | 9 | 8 | 7 | 7 | 6 | 5 | 4 | 3 | — | — |
|''16th''|+8/+3      | +5 | +5 | +10 |Bonus Feat         | 9 | 8 | 8 | 7 | 6 | 6 | 5 | 4 | — | — |
|''17th''|+8/+3      | +6 | +6 | +11 |Bonus Spell (9th) | 9 | 9 | 8 | 7 | 7 | 6 | 5 | 4 | 3 | — |
|''18th''|+9/+4      | +6 | +6 | +11 |Sorcery              | 10 | 9 | 8 | 8 | 7 | 6 | 6 | 5 | 4 | — |
|''19th''|+9/+4      | +6 | +6 | +12 |Bonus Spell (10th)| 10 | 9 | 9 | 8 | 7 | 7 | 6 | 5 | 4 | 3 |
|''20th''|+10/+5    | +6 | +6 | +12 |Bonus Feat,<br>Arcane Apotheosis  | 10 | 10 | 9 | 8 | 8 | 7 | 6 | 6 | 5 | 4 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' The Sorcerer is proficient with Simple weapons. It is also proficient with Light armor, but not with shields.
&nbsp;&nbsp;''Bonus Feats:'' At 1st level, the Sorcerer gains Eschew Materials as a bonus feat. At 4th level, and every four levels thereafter, it gains an additional bonus feat, which can be either a Magic, Metamagic or Heritage feat.
&nbsp;&nbsp;''[[Spellcasting|Class Feature: Spellcasting]]:'' The Sorcerer is able to cast a certain number of spells, which is noted in the table above. Its Base Caster Level its equal to its class level.
<<<
''Spell Type:'' Arcane.
''Relevant Ability:'' Charisma.
''Casting Type:'' Spontaneous.
''Spells Known:'' A 1st-level Sorcerer knows four 0-level spells, and two 1st-level spells. The Sorcerer gains an extra 0-level known spell at every even-numbered class level. At each class level, the Sorcerer gains an additional known spell of any level it can cast.  At 4th level and every two levels thereafter, it gains an additional spell of the second-highest and third-highest spell level it can cast (excluding 0-level).
''Residual Casting:'' The Sorcerer uses the Lifeforce method.
<<<
&nbsp;&nbsp;''Bonus Spells:'' At each odd-numbered level above 1st, the Sorcerer receives a bonus known spell. The bonus spell must be of a level equal or lower than the maximum level available to a Sorcerer of its current class level.
&nbsp;&nbsp;''Sorcery:'' Only with spells derived from Sorcerer class.
<<<
''Spell Resilience (Ex):'' +1 bonus on saves against spell effects. Increase to +2 at 6th level.
''Greater Spell Resilience (Ex):'' +1 bonus on saves against spell effects. Increase to +2 at 6th level.
''Spell Resistance (Ex):'' 10th level or higher. Requires Spell Resilience. 10 + class level.
''Energy Shroud (Su):'' 10th level or higher. Each time the Sorcerer casts a spell with an energy descriptor (Heat, Cold, Electricity or Sonic) it creates a shroud of energy around itself that deals damage to enemies equal to the spell's level. It also gains resistance to that energy equal to three times the spell level. This ability lasts for 1 round.
''Spell Immunity (Su):'' 18th level or higher. Requires Spell Resistance and Greater Spell Resilience. Expend spell slot as a swift action to gain immunity from spell effects for a short duration.
<<<
Etceteris
|!|>|>|>|!The Warlock |>|>|>|!Hit Dice: d6<br>Skill Points: 4 |
|<br>''Level''|<br>''Attack''| <br>''Fort'' | <br>''Ref'' | <br>''Will'' |<br>''Special''| <br>''Invocations'' | ''Damage<br>Reduction'' | ''Natural<br>Armor'' |
|''1st''|+0                         | +0 | +0 | +2 |Least Invocations, Eldritch Blast 1d8,<br>Magic Attunement| 1 | — | — |
|''2nd''|+1                        | +0 | +0 | +3 |Supernal Power| 2 | — | — |
|''3rd''|+2                         | +1 | +1 | +3 |Eldritch Blast 2d8, Discern Magic| 3 | 1 | — |
|''4th''|+3                         | +1 | +1 | +4 |Subdue Magic| 4 | 1 | — |
|''5th''|+3                         | +1 | +1 | +4 |Eldritch Blast 3d8| 5 | 1 | 1 |
|''6th''|+4                         | +2 | +2 | +5 |Lesser Invocations, Eldritch Bolt, Sense Magic| 6 | 2 | 1 |
|''7th''|+5                         | +2 | +2 | +5 |Eldritch Blast 4d8, Witchcraft| 7 | 2 | 1 |
|''8th''|+6/+1                    | +2 | +2 | +6 |Subjugate Magic| 8 | 2 | 1 |
|''9th''|+6/+1                    | +3 | +3 | +6 |Eldritch Blast 5d8, Dweomersight| 9 | 3 | 1 |
|''10th''|+7/+2                  | +3 | +3 | +7 |Witchcraft, Endure Magic| 10 | 3 | 2 |
|''11th''|+8/+3                  | +3 | +3 | +7 |Intermediate Invocations, Eldritch Blast 6d8| 11 | 3 | 2 |
|''12th''|+9/+4                  | +4 | +4 | +8 |Imbue Magic, Analyze Dweomer| 12 | 4 | 2 |
|''13th''|+9/+4                  | +4 | +4 | +8 |Eldritch Blast 7d8, Witchcraft| 13 | 4 | 2 |
|''14th''|+10/+5                | +4 | +4 | +9 |Negate Arcana| 14 | 4 | 2 |
|''15th''|+11/+6/+6           | +5 | +5 | +9 |Eldritch Blast 8d8| 15 | 5 | 3 |
|''16th''|+12/+7/+7           | +5 | +5 | +10 |Greater Invocations, Witchcraft| 16 | 5 | 3 |
|''17th''|+12/+7/+7           | +5 | +5 | +10 |Eldritch Blast 9d8, Greater Dweomersight| 17 | 5 | 3 |
|''18th''|+13/+8/+8           | +6 | +6 | +11 |???| 18 | 6 | 3 |
|''19th''|+14/+9/+9           | +6 | +6 | +11 |Eldritch Blast 10d8, Witchcraft| 19 | 6 | 3 |
|''20th''|+15/+10/+10        | +6 | +6 | +12 |Eldritch Perfection| 20 | 6 | 4 |
&nbsp;&nbsp;''Damage Reduction:'' As the Warlock attains levels, it gains the benefit of the Damage Reduction special quality, which is bypassed by Cold Iron weapons, and has a value of 1 point per three class levels.
&nbsp;&nbsp;''Natural Armor:'' At 5th level and every five levels thereafter, the Warlock's Natural bonus to Armor Class increases by 1 point.
&nbsp;&nbsp;''[[Invocations|Class Feature: Warlock Invocations]]:'' The Warlock's Invocations are considered Arcane effects.
&nbsp;&nbsp;''Eldritch Blast (Sp):'' As a standard action, the Warlock can make a ranged touch attack against a target within 60 feet. On a successful hit, it takes 1d8 points of damage, plus 1d8 points of damage per two class levels above 1st. An Eldritch Blast has a somatic component, allows Spell Resistance, and has an effective spell level equal to one-half the Warlock's class level (rounded down, minimum 1st).
&nbsp;&nbsp;''Magic Attunement (Sp):'' The Warlock can use //Arcane Mark//, //Detect Magic//, //Mage Hand// and //Prestidigitation// at will as spell-like abilities.
&nbsp;&nbsp;''Supernal Power (Su):'' Starting at 2nd level, the Warlock gains access to a special reserve of magical energy, which has a number of uses equal to one-half its class level, plus its Charsima modifier (minimum 1). By expending 2 uses from its Supernal pool as a move action, the Warlock can reroll an attack roll it has just make with its Eldritch Blast.
&nbsp;&nbsp;''Discern Magic (Sp):'' A 3rd-level Warlock can use //Identify// at will as a spell-like ability. The Warlock needs no focus for this ability, but must provide the material components or expend one use from its Supernal pool.
&nbsp;&nbsp;''Subdue Magic (Ex):'' At 4th level, the Warlock becomes able to take 10 on [[Use Magic|Skill: Use Magic]] checks without doubling the time required to complete the check.
&nbsp;&nbsp;''Eldritch Bolt (Sp):'' A 6th-level Warlock can apply this Blast Shape to its Eldritch Blast to change its damage to 1d6 per caster level. At 11th level and higher, it deals 1d8 per caster level instead, and at 16th level and higher the damage becomes 2d6 per caster level.
&nbsp;&nbsp;''Sense Magic (Su):'' Upon attaining 6th level, the Warlock becomes able to detect magical auras at a range of 60 feet, as if by the primary effect of //Detect Magic//. The Warlock automatically knows the presence of any magical aura within range.
&nbsp;&nbsp;''Eldritch Resilience (Sp):'' By expending 4 uses from its Supernal pool as a swift action, a 7th-level Warlock receives the benefits of the Fast Healing with an amount equal to its class level, for a number of rounds equal to one-half its class level.
&nbsp;&nbsp;''Subjugate Magic (Ex):'' Beginning at 8th level, the Warlock gains the ability to take 10 on Use Magic checks, even while distracted or threatened.
&nbsp;&nbsp;''Dweomersight (Su):'' A 9th-level Warlock gains the ability to see magical auras as if under the effect of //Arcane Sight//. The effect of this ability can be dispelled, but the Warlock can activate it again as a swift action.
&nbsp;&nbsp;''Endure Magic (Ex):'' At 10th level, the Warlock gains Spell Resistance by an amount equal to 12 + its Hit Dice.
&nbsp;&nbsp;''Imbue Magic (Ex):'' When crafting magic items, a 12th-level Warlock can substitute a Use Magic check in place of a required spell. The DC is 30 + spell level for Arcane spells, or 35 + spell level for Spiritual spells. The Warlock cannot use this ability if the spell's level is greater than one-half the Warlock's class level.
&nbsp;&nbsp;''Analyze Dweomer (Sp):'' 
&nbsp;&nbsp;''Witchcraft (Su):'' Starting at 12th level, and every even-numbered level thereafter, the Warlock gains a special ability, chosen from the following list:
<<<
&nbsp;&nbsp;''Dark Invocation:'' +2 DC on one invocation
&nbsp;&nbsp;''Recall Blast:'' Immediate. 3 uses. Reroll Eldritch Blast attack, at a 60 ft range
&nbsp;&nbsp;''Absorb Arcana:'' Heal with spells negated by SR. Immediate
&nbsp;&nbsp;''Effortless Magic:'' Free. 2/4 uses. Quicken/Rapid invocation
&nbsp;&nbsp;''Innate Magic:'' Free. 4 uses. Still/Silent invocation
&nbsp;&nbsp;''Eldritch Overload:'' 16th level or higher. Swift. 4 uses. Empower Blast for 1 round
&nbsp;&nbsp;''Reflect Arcana:'' 16th level or higher. Spell Turning as immediate. Reqs Negate Arcane
&nbsp;&nbsp;''Essence Mastery:'' 20th level required. Apply 2 essences.
<<<
&nbsp;&nbsp;''Negate Arcana (Ex):'' A 14th-level Warlock gains a +4 bonus to its Spell Resistance, but only against Arcane spells and spell-like abilities.
&nbsp;&nbsp;''Greater Dweomersight (Su):'' 
&nbsp;&nbsp;''Absolute Arcana (Sp):'' By expending 8 uses from its Supernal pool, a 19th-level Warlock can create a magical effect identical to the //Wish// spell, except that the casting time is 1 full-round action.
&nbsp;&nbsp;''Eldritch Perfection:'' Change to Outsider type
|!|!The Warlord |>|>|!|!Hit Dice: d10 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+1                         | +2 | +0 | +0 ||
|''2nd''|+2                        | +3 | +0 | +0 |Bonus Feat, Self Confidence +1|
|''3rd''|+3                         | +3 | +1 | +1 ||
|''4th''|+4                         | +4 | +1 | +1 |Bonus Feat|
|''5th''|+5                         | +4 | +1 | +1 ||
|''6th''|+6/+1                    | +5 | +2 | +2 ||
|''7th''|+7/+2                    | +5 | +2 | +2 ||
|''8th''|+8/+3                    | +6 | +2 | +2 |Bonus Feat, Self Confidence +2|
|''9th''|+9/+4                    | +6 | +3 | +3 ||
|''10th''|+10/+5                 | +7 | +3 | +3 ||
|''11th''|+11/+6/+6            | +7 | +3 | +3 ||
|''12th''|+12/+7/+7            | +8 | +4 | +4 |Bonus Feat|
|''13th''|+13/+8/+8            | +8 | +4 | +4 ||
|''14th''|+14/+9/+9            | +9 | +4 | +4 |Self Confidence +3|
|''15th''|+15/+10/+10        | +9 | +5 | +5 ||
|''16th''|+16/+11/+11/+11 | +10 | +5 | +5 |Bonus Feat|
|''17th''|+17/+12/+12/+12 | +10 | +5 | +5 ||
|''18th''|+18/+13/+13/+13 | +11 | +6 | +6 ||
|''19th''|+19/+14/+14/+14 | +11 | +6 | +6 ||
|''20th''|+20/+15/+15/+15 | +12 | +6 | +6 |Bonus Feat, Self Confidence +4|
|''Class Skills (X + Int modifier):'' Acrobatics [Dex], Athletics [Str], Deception [Cha], Diplomacy [Cha], Disable Device [Int], Endurance [Con], Escape Artist [Dex], Intimidate [Cha], Knowledge (...) [Int], Potency [Str], Sleight of Hand [Dex], Spellcraft [Int], Stealth [Dex], Streetwise [Wis], Survival [Wis], Use Magic [Cha]|c
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''Bonus Feats:'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
Etceteris



|!|>|>|>|!The Wizard |>|>|>|>|>|>|>|>|>|>|>|!Hit Dice: d6 <br>Skill Points: 4|
|<br>''Level''|<br>''Attack''| <br>''Fort'' | <br>''Ref'' | <br>''Will'' |<br>''Features''|>|>|>|>|>|>|>|>|>|>| ''Spellcasting'' |
|~|~|~|~|~|~| ''0'' | ''1st'' | ''2nd'' | ''3rd'' | ''4th'' | ''5th'' | ''6th'' | ''7th'' | ''8th'' | ''9th'' | ''10th'' |
|''1st''|+0             | +0 | +0 | +2 |Craft Incomplete Spell | 3 | 1 | — | — | — | — | — | — | — | — | — |
|''2nd''|+1             | +0 | +0 | +3 |Wizardry                   | 4 | 2 | — | — | — | — | — | — | — | — | — |
|''3rd''|+1             | +1 | +1 | +3 |                                | 4 | 2 | 1 | — | — | — | — | — | — | — | — |
|''4th''|+2             | +1 | +1 | +4 |Bonus Feat                 | 5 | 3 | 2 | — | — | — | — | — | — | — | — |
|''5th''|+2             | +1 | +1 | +4 |                                | 5 | 3 | 2 | 1 | — | — | — | — | — | — | — |
|''6th''|+3             | +2 | +2 | +5 |Wizardry                   | 5 | 4 | 3 | 2 | — | — | — | — | — | — | — |
|''7th''|+3             | +2 | +2 | +5 |                                | 6 | 4 | 3 | 2 | 1 | — | — | — | — | — | — |
|''8th''|+4             | +2 | +2 | +6 |Bonus Feat                | 6 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
|''9th''|+4             | +3 | +3 | +6 |                                | 6 | 5 | 4 | 3 | 2 | 1 | — | — | — | — | — |
|''10th''|+5           | +3 | +3 | +7 |Wizardry                   | 6 | 5 | 4 | 4 | 3 | 2 | — | — | — | — | — |
|''11th''|+5           | +3 | +3 | +7 |                                | ∞ | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
|''12th''|+6/+1      | +4 | +4 | +8 |Bonus Feat                | ∞ | 6 | 5 | 4 | 4 | 3 | 2 | — | — | — | — |
|''13th''|+6/+1      | +4 | +4 | +8 |                                | ∞ | 6 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — |
|''14th''|+7/+2      | +4 | +4 | +9 |Wizardry                   | ∞ | 6 | 6 | 5 | 4 | 4 | 3 | 2 | — | — | — |
|''15th''|+7/+2      | +5 | +5 | +9 |                                | ∞ | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 | — | — |
|''16th''|+8/+3      | +5 | +5 | +10 |Bonus Feat               | ∞ | 7 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | — | — |
|''17th''|+8/+3      | +5 | +5 | +10 |                              | ∞ | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 | — |
|''18th''|+9/+4      | +6 | +6 | +11 |Wizardry                  | ∞ | 7 | 7 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | — |
|''19th''|+9/+4      | +6 | +6 | +11 |                              | ∞ | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 |
|''20th''|+10/+5    | +6 | +6 | +12 |Bonus Feat               | ∞ | 8 | 7 | 7 | 6 | 6 | 5 | 4 | 4 | 3 | 2 |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''Bonus Feats:'' The Wizard gains Craft Incomplete Spell as a bonus feat at 1st level. At 4th level, and every four levels thereafter, it gains an additional bonus feat, which can be either a Magic, Metamagic or Magecraft feat.
&nbsp;&nbsp;''[[Spellcasting|Class Feature: Spellcasting]]:'' The Wizard is able to cast a certain number of spells, which is noted in the table above. Its Base Caster Level its equal to its class level.
<<<
''Spell Type:'' Arcane.
''Relevant Ability:'' Intelligence.
''Casting Type:'' Prepared. The spells are prepared from the Wizard's Spellbook.
''Spellbook:'' A Wizard begins with eight 0-level spells and four 1st-level spells on its Spellbook. When it gains a new class level, it adds two spells of any level it can cast to its spellbook.
''Spell Swap:'' A Wizard can change a currently prepared, uncast spell slot. Such action takes a number of rounds equal to the spell slot's level divided by the Wizard's base Caster Level * 100 rounds. One fifth of this time is expended erasing the currently prepared spell from the slot. Changing a prepared spell requires concentration.
''Residual Casting:'' The Wizard uses the Formula method.
<<<
&nbsp;&nbsp;''Wizardry:'' 
<<<
''Advanced Magecraft (Ex):'' When crafting an Incomplete Spell, Distilled Spell or Spell Container, the Wizard reduces its cost by 10%. 
''School Specialization (Ex):'' The Wizard selects a magic school to be its preferred school. It gains a bonus spell slot of each level, which can be used only to prepare spells from its preferred school. In addition, it gains a +2 bonus on Spellcraft checks made against effects of its preferred school.
''Magic Scholar (Ex):'' When making a Spellcraft or Knowledge check, the Wizard rolls 2d20, and uses either result for the check.
''Summon Familiar (Ex):'' 
''Focused Specialist (Ex):'' 10th level or higher. Requires School Specialization. When preparing spells, the Wizard can select one spell slot of each level, and use it to prepare two spells from its preferred school.
''Superior Magecraft (Ex):'' 10th level or higher. Requires Improved Magecraft. When crafting Incomplete Spells, Distilled Spells or Spell Containers, the Wizard reduces its cost by 20%. This reduction doesn't stack with the one granted by Advanced Magecraft.
'' (-):'' 10th level or higher. 
'' (-):'' 10th level or higher. 
'' (-):'' 18th level or higher. 
'' (-):'' 18th level or higher. 
<<<
Etceteris
*[[Martial|Classes: Martial]] - Specialize in direct combat, either melee or ranged.
*[[Expert|Classes: Expert]] - Focused on skill use, mobility and combat assistance.
*[[Spellcasting|Classes: Spellcasting]] - 
*[[Supernatural|Classes: Supernatural]] - 
*[[Mixed|Classes: Mixed]] - Combine two different kinds of abilities into a single class.
Etceteris
*[[Fiend-Blooded|Prestige Class: Fiend-Blooded]] - 
*[[Force Missile Mage|Prestige Class: Force Missile Mage]] - 
Etceteris
* [[Shadowdancer|Prestige Class: Shadowdancer]] - 
Etceteris
*[[Eldritch Theurge|Prestige Class: Eldritch Theurge]] - Mystical adept that employs both Invocations and Arcane spells.
*[[Mage Knight|Prestige Class: Mage Knight]] - Martial combatant with the ability to use Arcane spells.
*[[Mystic Theurge|Prestige Class: Mystic Theurge]] - Master spellcaster that combines both Arcane and Spirit magic.
Etceteris
!!!Augmentation
These classes improve the general abilities of a character.
*[[Behemoth|Prestige Class: Behemoth]] - Feral character with an overwhelming physical power.
Etceteris
!!Melee Combat
*[[Cavalier|Prestige Class: Cavalier]] - 
*[[Duelist|Prestige Class: Duelist]] - 
!!Ranged Combat
*[[Marksman|Prestige Class: Marksman]] - Projectile weapon specialist with the ability to execute deadly sniper attacks.
!!Supernatural
*[[Dragonfist Initiate|Prestige Class: Dragonfist Initiate]]
*[[Holy Avenger|Prestige Class: Holy Avenger]]
!!Psionic
*[[Warmind|Prestige Class: Warmind]]
Etceteris
*[[Master Summoner|Prestige Class: Master Summoner]] - Mage devoted to Conjuration (Summoning) spells. Fights using strengthened summons.
Etceteris
!!Spiritual Domain
Each of these classes expand the abilities granted by a Spiritual Domain.
*[[Battle Herald|Prestige Class: Battle Herald]] - Mystical fighter with powerful combat-related powers.
Etceteris

''Base Expert Classes''
*[[Marshal|Class: Marshal]] - Tactician with skills to increase the combat prowess of a party. Grants additional actions in combat.
*[[Rogue|Class: Rogue]] - Versatile character with a broad range of abilities. Capable of delivering powerful sneak attacks.
*[[Scout|Class: Scout]] - Fast-moving explorer skilled in stealth and detection. Excels in attacking while moving.
''Mixed Expert Classes''
*[[Bard|Class: Bard]] - Jack-of-all-trades able to improve its allies' abilities. Moderate access to attack and healing magic.
*[[Monk|Class: Monk]] - Student of unarmed martial arts and mystical lore. Improves its body and mind with spiritual energy.
Etceteris
!!!Basic
*[[Barbarian|Class: Barbarian]] - Primitive warrior with tremendous physical might. Capable of sudden bursts of power.
*[[Fighter|Class: Fighter]] - Expert of fighting with weapons. May choose among a great number of combat styles.
*[[Knight|Class: Knight]] - Durable armored warrior focused on defense. Controls its enemies into fighting only with it.
*[[Ranger|Class: Ranger]] - Skilled hunter and tracker. Specialized in fighting against specific kinds of creatures.
*[[Warlord|Class: Warlord]] - Displays both martial and tactical prowess. Supports its allies while making powerful attacks.
!!!Mixed
*[[Paladin|Class: Paladin]] - 
*[[Psychic Warrior|Class: Psychic Warrior]] - 
*[[Spellsoldier|Class: Spellsoldier]] - 
*[[Witcher|Class: Witcher]] - 
Factotum
Paladin, Spellblade, Hexblade, Psychic Warrior
Lurk
Etceteris
*[[General|Classes, Prestige: General]] - 
*[[Martial|Classes, Prestige: Martial]] - 
*[[Expert|Classes, Prestige: Expert]] - 
*[[Spellcasting|Classes, Prestige: Spellcasting]] - Spellcasters (either Arcane or Spiritual) specialized in a single aspect of magic.
**[[Arcane|Classes, Prestige: Arcane]] - 
**[[Spirit|Classes, Prestige: Spiritual]] - 
*[[Fusion|Classes, Prestige: Fusion]] - Prestige classes that allow simultaneous advancement in two or more class categories.
Etceteris
!!!''Arcane''
*[[Wizard|Class: Wizard]] - Scholar that prepares spells from among a wide collection. May specialize in a sigle school of magic.
*[[Sorcerer|Class: Sorcerer]] - Spontaneous caster with great magic capacity and a limited spell selection. Develops resistance to magic.
*[[Warmage|Class: Warmage]] - Arcanist focused on spontaneous attack-type magic. Able to apply metamagic effects on its spells.
*[[Beguiler|Class: Beguiler]] - Enchanter/illusionist that casts spells on the fly. Gains advantages when attacks distracted targets.
*[[Necromage|Class: Necromage]] - Necromancy devotee with spontaneous casting. Acquires undead traits and negative energy powers.
!!!Spiritual
*[[Shaman|Class: Shaman]] - 
*[[Archivist|Class: Archivist]] - 
*[[Druid|Class: Druid]] - 
*[[Favored|Class: Favored]] - 
!!!Mystic
*[[Artificer|Classes: Artificer]] - 
*[[Shadowcaster|Class: Shadowcaster]] - 
!!!Invocation
*[[Warlock|Class: Warlock]] - 
!!!Psionic
*[[Ardent|Class: Ardent]] - Psionic that merges manifesting with benefic mental emanations. Obtains special abilities based on its ideologies.
*[[Psion|Class: Psion]] - 
*[[Wilder|Class: Wilder]] - 
Etceteris
*[[Binder|Classes: Binder]] - 
*[[Hakkoda Disciple|Class: Hakkoda Disciple]] - 
*[[Spiritist,Medium,Channeler|Classes: Spiritist,Medium,Channeler]] - Mystic that channels the power of legendary beasts/entities. Stands as a simple but sturdy combatant.
*''Incarnum'' - 
&nbsp;&nbsp;''Body Slot:'' Accessory.
&nbsp;&nbsp;''Caster Level:'' Varies (See below).
&nbsp;&nbsp;''Aura:'' Strong (As the spell).
&nbsp;&nbsp;''Price:'' Varies (See below).

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;Each Spell Token contains a specific spell, set at the moment of its creation. As long as a spontaneous spellcaster wears the item, it gains the ability to cast the stored spell as if it were on its list of known spells. The contained spell must be on the caster's spell list and must be of the same type in order to gain the benefits. A creature can carry any number of Spell Tokens, as long as their combined levels doesn't exceed the level of the second-highest spell level it can cast, which causes all the items to stop working.
&nbsp;&nbsp;The market price of a Spell Token is equal to its level * its minimum caster level * 2,000 gp. To create a Spell Token, the caster must be able to cast spells at least two level higher than the selected spell.
&nbsp;&nbsp;//Prerequisites:// Craft Wondrous item, Craft Incomplete Spell, //Permanency//.
&nbsp;&nbsp;''Body Slot:'' Arms (1 slot).
&nbsp;&nbsp;''Caster Level:'' 7th.
&nbsp;&nbsp;''Activation:'' Swift (Command).
&nbsp;&nbsp;''Aura:'' Moderate Conjuration.
&nbsp;&nbsp;''Price:'' ?,??? gp.

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;Once per round, the wearer can create an Emanation in the form of either a 30-ft Line or a 15-ft Cone, which deals 4d8 points of Heat damage to all creatures in the area. Affected creatures can attempt a DC 16 Reflex save for half damage.
&nbsp;&nbsp;//Prerequisites:// Craft Wondrous Item, Craft Spell Container, //[[Nimble Flame|Spell: Nimble Flame]]//.
&nbsp;&nbsp;''Description:'' Helm of Vitality +2.
&nbsp;&nbsp;''Body Slot:'' Head.
&nbsp;&nbsp;''Caster Level:'' 6th.
&nbsp;&nbsp;''Activation:'' Swift (Mental).
&nbsp;&nbsp;''Aura:'' Moderate Transmutation.
&nbsp;&nbsp;''Price:'' 

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;Item Effects
&nbsp;&nbsp;//Prerequisites:// 
&nbsp;&nbsp;''Body Slot:'' Face (1 Eye).
&nbsp;&nbsp;''Caster Level:'' 11th.
&nbsp;&nbsp;''Activation:'' Swift (Mental) and Standard (Mental, Concentration).
&nbsp;&nbsp;''Aura:'' Strong Divination.
&nbsp;&nbsp;''Price:'' 

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;The wearer of an Eye of the Storm must expend points from its Ki reserve in order to fuel the item's effects. When the Eye of the Storm is activated, and at the beginning of each of the wearer's following turns, it must expend bettween 1 and 3 Ki points to determine the effect that the item will have in that round (see below). As long as the Eye of the Storm is active, the wearer gains the effect of an Arcane Sight spell (caster level 11th, or equal to the wearer's Ki power effective level, whichever is higher), and it also gains the following benefits:
&nbsp;&nbsp;&nbsp;&nbsp;● Insight bonus on Perception and Initiative checks equal to twice the number of Ki points expended.
&nbsp;&nbsp;&nbsp;&nbsp;● Insight bonus on attack rolls, Combat checks and to Armor Class equal to the number of Ki points expended.
&nbsp;&nbsp;&nbsp;&nbsp;● Insight bonus on Reflex saves equal to one-half the number of Ki points expended.
&nbsp;&nbsp;These bonuses (with the exception of the bonus on Perception checks) apply only against creatures and effects the wearer can see or otherwise detect. In addition to those abilities, the wearer can also activate the //Arcane Sight// effect without expending Ki points by concentrating (a standard action). This effect can only be used if the wearer has at least 1 point on its Ki reserve.
&nbsp;&nbsp;//Prerequisites:// Craft Wondrous Item, Ki Power or Battle Spirit, //Arcane Sight//, //Divination//.
&nbsp;&nbsp;''Body Slot:'' Throat.
&nbsp;&nbsp;''Caster Level:'' Varies.
&nbsp;&nbsp;''Aura:'' Moderate Evocation.
&nbsp;&nbsp;''Price:'' 3,000 gp (Least), 12,000 gp (Lesser), 27,000 gp (Intermediate), 48,000 gp (Greater)

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;+X Enhancement on atk, +XdD on damage.
&nbsp;&nbsp;//Prerequisites:// Craft Wondrous Item, Craft Magic Arms and Armor, Eldritch Blast.
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
Etceteris
*[[Planos Físicos|Cosmología: Planos Físicos]]
|>|>|!Planos Físicos|
|[img[http://i63.photobucket.com/albums/h147/Serathiel/DnD/Physical-TheSource-1.gif]]|''La Fuente''|La Vida Rampante. Polo de energía positiva, cuya alta concentración resulta dañina para la mayoría de las criaturas.|
|[img[http://i63.photobucket.com/albums/h147/Serathiel/DnD/Physical-Ethereal.gif]]|''Plano Etéreo''|La Niebla Muda. La proximidad con La Fuente ha tornado éste en un plano desierto.|
|[img[http://i63.photobucket.com/albums/h147/Serathiel/DnD/Physical-Spirit.gif]]|''Plano Espirtual''|El Corazón del Mundo. Éste plano existe sólo en proximidad de grandes concentraciones de fuerza vital, como planetas y estrellas.|
|[img[http://i63.photobucket.com/albums/h147/Serathiel/DnD/Physical-Material.gif]]|''Plano Material''|El Reino Mortal. Colocado en el centro de los planos físicos, aquí es donde habitan la mayoría de los seres vivientes.|
|[img[http://i63.photobucket.com/albums/h147/Serathiel/DnD/Physical-Shadow.gif]]|''Plano Sombrío''|La Tierra de las Sombras. Reflejo apagado del plano material. Éste plano es inestable, y contiene numerosas pasajes dimensionales.|
|[img[http://i63.photobucket.com/albums/h147/Serathiel/DnD/Physical-Ephemeral.gif]]|''Plano Efímero''|La Desolación Sin Fin. Un plano misterioso, azotado por violentas tormentas de energía negativa y sustancia sombría.|
|[img[http://i63.photobucket.com/albums/h147/Serathiel/DnD/Physical-TheHollow-1.gif]]|''El Vacío''|El Hambre Inagotable. Polo de energía negativa. Muy poco se sabe sobre éste plano, letal para cualquier ser vivo o inmortal.|
&nbsp;&nbsp;''[[Creación Abrasada|Artifact Weapon: Scorched Creation]]'' (Alias: //"Furia de Alastor"//, //"Azote de Héroes"//) es el arma predilecta de [[Alastor]], el Axioma Tiránico.
&nbsp;&nbsp;Etceteris
!!!Traits
&nbsp;&nbsp;''Hit Dice:'' 
&nbsp;&nbsp;''Attack:'' 
&nbsp;&nbsp;''Saves:'' 
&nbsp;&nbsp;''Skill Points:'' 
!!!Features
&nbsp;&nbsp;''Ability Scores:'' 
&nbsp;&nbsp;''Senses:'' 
&nbsp;&nbsp;''Immunities:'' 
&nbsp;&nbsp;''Resistances:'' 
&nbsp;&nbsp;''Weaknesses:'' 
&nbsp;&nbsp;''Special Qualities:'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;'':'' 
&nbsp;&nbsp;''Skills:'' 
&nbsp;&nbsp;Etceteris
!!!Traits
&nbsp;&nbsp;''Hit Dice:'' d12.
&nbsp;&nbsp;''Attack:'' Average.
&nbsp;&nbsp;''Saves:'' Good Will, Poor Fortitude and Reflex.
&nbsp;&nbsp;''Skill Points:'' 4 + Int modifier.
!!!Features
&nbsp;&nbsp;''Ability Scores:'' No Constitution score.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft.
&nbsp;&nbsp;''Immunities:'' Metabolic, Nonlethal damage, Paralysis.
&nbsp;&nbsp;''Resistances:'' Mental +8, Stunning +8.
&nbsp;&nbsp;''Special Qualities:'' Fortification
&nbsp;&nbsp;''Negative Polarity (Ex):'' An Undead creature takes damage from Positive energy, and is healed by Negative energy.
&nbsp;&nbsp;''Physical Fragility (Ex):'' When an Undead creature is reduced to 0 or less hit points, it is immediately destroyed.
&nbsp;&nbsp;''Skills:'' Concentration (Use Charisma modifier).
Etceteris
# [[...|Crónicas: El Ojo de Búfalo 00 - ...]]
# [[El Amo de Sacrozia|Crónicas: El Ojo de Búfalo XX - El Amo de Sacrozia]]
<html><div align="justify">
<p><i>Tras arrasar la prisión de Sacrozia, el Ojo de Búfalo se traba en combate con los últimos esbirros del Loghius Calgari. Pese a el formidable poder de sus adversarios, los aventureros, tras grandes sacrificios, emergen triunfantes de la batalla.</i></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Golpeado por la flecha del mestizo, el último de los enmascarados se desplomó en el suelo del gran salón, dejando a los aventureros solos en contra del Loghius.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—¡Maldición! —tronó Calgari con furia, al tiempo que la sangre comenzaba a brotar de sus ojos y oídos— Ustedes... ¡Lo arruinaron todo!</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Almera clavó su mirada en el Loghius. Dado que se trataba de una simple proyección mental, el verlo sangrar era una señal de que su poder estaba volviéndose inestable.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—El enlace mental lo hiere —comentó Huang Ying, como respondiendo a sus pensamientos—. Una conexión tan poderosa opera en ambos sentidos, y ahora nuestro amigo está experimentando el daño que le causamos a sus marionetas.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Kroudy miró a su alrededor. Los cuerpos de sus oponentes, todavía embozados en sus túnicas y máscaras se hallaban por todo el lugar. Algunos todavía respiraban débilmente. Almera se acercó al que había caído al final, y tras un momento de duda retiró su máscara. Almera apretó los dientes cuendo los ojos claros de Umeric Alariem, discípula de Althius Eltil, le devolvieron la mirada.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Tenía miedo de que murieses —dijo Umeric débilmente—. Bajo el control de Calgari, puedes ver y oír todo lo que ocurre, pero no es posible controlar tu propio cuerpo...</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—No hables... —balbuceó Almera— Espera a que te sanemos.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Umeric retiró su capucha, dejando al descubierto una larga cabellera color celeste y la tiara plateada que identificaba a los estudiantes del Amo del Cielo.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—No tiene caso —repuso ella sin alterarse—. Nuestra vida se extingue.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;La arcanista dirigió una mirada a los demás miembros de la compañía, estudiándolos detenidamante.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Althius estaba preocupado —dijo al fin—. Temía que te metieses en problemas, como de costumbre —su respiración se volvió difícil en éste momento, y su voz más tenue—. Pero ahora veo que no había nada que temer.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Umeric se quitó el anillo que llevaba en su mano derecha, y lo depositó en la palma de Almera, junto a una gema inscrita con caracteres arcanos.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—El futuro de nuestra escuela recae ahora en tí, Almera —acarició su cabello lentamente, tornando un mechón del mismo color celeste que ella lucía—. Hasta siempre.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Con una sonrisa, Umeric cerró los ojos y suspiró por última vez. La Ráfaga Azul abandonaba el mundo para siempre.</p>
<p>- - - - - - - - - - - - - - - - - - - - - - - -</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;La identidad del resto de los enmascarados no tardó en ser revelada. Se trataba de Albires Ipagar, otro de los discípulos de Althius, y también estaba Arkus Kerruh, un sacerdote trasgo exiliado de la Alianza Scarnax y conocido aliado de Althius. Targaria el Voraz había sido liberado de su prisión en el Nido de los Vientos sólo para ser convertido en esclavo de Calgari. Finalmente, Kroudy retiró la máscara del último enemigo, descubriendo las facciones contrahechas de Sandolph, el monstruoso vástago híbrido de Ebrreghtaurigan, la Madre del Glaciar: Cada uno poderoso individualmente, y aún así, todos ellos habían sucumbido al dominio de el Loghius del pensamiento.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;</p>
</div></html>
Etceteris
# [[Los Traficantes de Esclavos|Crónicas: Los Errantes 01 - Los Traficantes de Esclavos]]
# [[Krysnet, El Vidente|Crónicas: Los Errantes 02 - Krysnet, El Vidente]]
# [[El Millar|Crónicas: Los Errantes 03 - El Millar]]
# [[La Tumba de Tzegar|Crónicas: Los Errantes 04 - La Tumba de Tzegar]]
# [[Escape de Sacrozia|Crónicas: Los Errantes 05 - Escape de Sacrozia]]
# [[El Portal Negro|Crónicas: Los Errantes 06 - El Portal Negro]]
<html><div align="justify">
<p>&nbsp;&nbsp;&nbsp;&nbsp;Malagar avanzó hasta llegar al borde del círculo mágico, inspeccionándolo. Su vista, alimentada por energía arcana, le permitía observar a detalle estructuras místicas como aquella. Se trataba de una obra increíble: No menos de diecisiete capas sobrepuestas recolectaban, purificaban y contenían la energía del plano. El carcelero permaneció quieto por unos instantes, meditando, y luego volvió con los otros.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—No es una trampa —repuso—. Podemos cruzar sin peligro.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Sir Rurik dio un paso al frente, pero fue el único. Tanthror y Stojan permanecían de pie, con la mirada perdida, sin mover un músculo.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Tiene usted habilidades muy interesantes, condestable Malagar...</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Ambos hombres se volvieron bruscamente al escuchar aquella voz desconocida. Frente a ellos se hallaba un humano de unos veinte años, alto, fornido y de tez morena, con la cabeza totalmente afeitada. Vestía un traje negro de una sola pieza, similar a los empleados por los pilotos de la armada nimbrusiana.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Usted será una gran adición al ejército de mi maestro —el humano esbozó una sonrisa despectiva—. Incluso podría ponerlo a cargo de ésta prisión... ¿No cree que sería un destino apropiado?</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Malagar frunció el ceño: No podía percibir ninguna presencia en el recién llegado. Era como si simplemente no existiese.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—¿Cómo te llamas, muchacho? —inquirió Rurik en tono neutro.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Mi nombre es Calgari Devouxihar —repuso el otro pomposamente—, Loghius del símbolo de La Mente, y gobernador de Sacrozia, el exquisito palacio del que ustedes son ahora huéspedes.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Yo soy Sir Rurik, del principado de Tihria, miembro distiguido de la Santa Orden de...</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—¡Silencio! —interrumpió Calgari bruscamente— Tú no eres nada más que un peón al servicio de Bufanda Roja. Todos ustedes, de hecho. Al abrirse camio hasta aquí, han probado ser dignos de tal honor. Depongan sus armas inmediatamente, y vengan conmigo. No tienen escapatoria: Yo controlo todo el lugar, y dos de sus aliados han caído ya bajo mi poder.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;El caballero observó a Tanthror y Stojan un instante. Era evidente que ambos estaban bajo alguna clase de encantamiento.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—¿Cuál es su propósito? —preguntó, tratando de ganar algo de tiempo—. ¿Qué esperan obtener de todo ésto?</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Calgari soltó una risita, como si la pregunta fuera estúpida.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Es obvio —dijo al fin—: Cuando el ejército de Loghius entre en batalla, nadie será capaz de detenernos. ¡Podremos reinar éste mundo, y los demás!</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—Ya entiendo... —respondió Sir Rurik— No son más que otra tropa de tiranos, regodeándose en sus sueños de poder absoluto.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—¿Qué sabes tú de poder? —inquirió Calgari con hostilidad— Los caballeros blancos dicen servir a los débiles, y aún así se sientan en sus palacios mientras el mundo esá lleno de sufrimiento. Tienen miedo de emplear el poder que poseen. No son más que una partida de hipócritas, y cobardes.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;Rurik escogió sus palabras cuidadosamente.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;—</p>
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[[Inicio]]
El menor de los hijos del rey Elkelitzer. Famoso por unificar la nación uldumana y desterrar a [[Erbenis]].
&nbsp;&nbsp;''??? (-):'' 
&nbsp;&nbsp;''??? (-):'' __Lesser Power.__ 
&nbsp;&nbsp;''??? (-):'' __Greater Power.__ 
!!!''Spells''
&nbsp;&nbsp;''0'' - __//://__ 
&nbsp;&nbsp;''1st'' - __//://__ 
&nbsp;&nbsp;''2nd'' - __//://__ 
&nbsp;&nbsp;''3rd'' - __//://__ 
&nbsp;&nbsp;''4th'' - __//://__ 
&nbsp;&nbsp;''5th'' - __//://__ 
&nbsp;&nbsp;''6th'' - __//://__ 
&nbsp;&nbsp;''7th'' - __//://__ 
&nbsp;&nbsp;''8th'' - __//://__ 
&nbsp;&nbsp;''9th'' - __//://__ 
&nbsp;&nbsp;''10th'' - __//://__ 
!!!Spiritual Channeling
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''??? (-):'' 
&nbsp;&nbsp;''??? (-):'' __Lesser Power.__ 
&nbsp;&nbsp;''??? (-):'' __Greater Power.__ 
!!!''Spells''
&nbsp;&nbsp;''0'' - __//://__ 
&nbsp;&nbsp;''1st'' - __//://__ 
&nbsp;&nbsp;''2nd'' - __//://__ 
&nbsp;&nbsp;''3rd'' - __//://__ 
&nbsp;&nbsp;''4th'' - __//://__ 
&nbsp;&nbsp;''5th'' - __//://__ 
&nbsp;&nbsp;''6th'' - __//://__ 
&nbsp;&nbsp;''7th'' - __//://__ 
&nbsp;&nbsp;''8th'' - __//://__ 
&nbsp;&nbsp;''9th'' - __//://__ 
&nbsp;&nbsp;''10th'' - __//://__ 
!!!Spiritual Channeling
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''??? (-):'' 
&nbsp;&nbsp;''??? (-):'' __Lesser Power.__ 
&nbsp;&nbsp;''??? (-):'' __Greater Power.__ 
!!!''Spells''
&nbsp;&nbsp;''0'' - __//://__ 
&nbsp;&nbsp;''1st'' - __//://__ 
&nbsp;&nbsp;''2nd'' - __//://__ 
&nbsp;&nbsp;''3rd'' - __//://__ 
&nbsp;&nbsp;''4th'' - __//://__ 
&nbsp;&nbsp;''5th'' - __//://__ 
&nbsp;&nbsp;''6th'' - __//://__ 
&nbsp;&nbsp;''7th'' - __//://__ 
&nbsp;&nbsp;''8th'' - __//://__ 
&nbsp;&nbsp;''9th'' - __//://__ 
&nbsp;&nbsp;''10th'' - __//://__ 
!!!Spiritual Channeling
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''Life Power (Ex):'' You gain a +1 bonus to your caster level when casting spells with the Positive descriptor.
&nbsp;&nbsp;''Vital Force (Su):'' __Lesser Power.__ You gain resistance against Negative energy equal to your class level, which stacks with other effects that grant similar resistance. You gain a +1 bonus on saves against Negative energy effects per three class levels (maximum +4). In addition, you become immune to all mundane diseases.
&nbsp;&nbsp;''Touch of Life (Su):'' __Greater Power.__ As a Swift action, you can expend three uses of your Channeling pool to activate this ability. A single creature within 30 feet gains a +4 bonus on all Constitution-based saves and checks, immunity to adverse Metabolic effects and Damage Reduction 5/— for 1 round per six class levels. In addition, any Positive energy-based healing the creature receives is automatically empowered for the duration of the effect. Unwilling creatures may attempt a Foritude save (DC 10 + one-half class level + Cha modifier) to negate the effect.
!!!''Spells''
&nbsp;&nbsp;''0'' - __//Revitalize://__ Cures 1 HP.
&nbsp;&nbsp;''1st'' - __//Cure Wounds I://__ Restores 1d8 HP, +1/level (max +5).
&nbsp;&nbsp;''2nd'' - __//Cure Wounds II://__ Restores 2d6 HP, +2/level (max +15).
&nbsp;&nbsp;''3rd'' - __//Cure Wounds III://__ Restores 3d6 HP, +3/level (max +30).
&nbsp;&nbsp;''4th'' - __//Cure Wounds IV://__ Restores 4d6 HP, +4/level (max +60).
&nbsp;&nbsp;''5th'' - __//Heal, Lesser://__ Restores 7 HP/level (max 105) and removes multiple conditions.
&nbsp;&nbsp;''6th'' - __//Heal://__ Restores 10 HP/level (max 150), ability damage and removes several conditions.
&nbsp;&nbsp;''7th'' - __//Healing Circle://__ As //Lesser Heal//, but 1 creature/3 levels.
&nbsp;&nbsp;''8th'' - __//Heal, Greater://__ Restores 15 HP/level (max 300), ability damage, level damage and removes several conditions.
&nbsp;&nbsp;''9th'' - __//Healing Circle, Greater://__ As //Heal//, but 1 creature/3 levels.
!!!Spiritual Channeling
&nbsp;&nbsp;''Positive Burst:'' 
&nbsp;&nbsp;''Turn Undead:'' 
&nbsp;&nbsp;''??? (-):'' 
&nbsp;&nbsp;''??? (-):'' __Lesser Power.__ 
&nbsp;&nbsp;''??? (-):'' __Greater Power.__ 
!!!''Spells''
&nbsp;&nbsp;''0'' - [[|Spell: ]]:__//Detect Magic://__ 
&nbsp;&nbsp;''1st'' - [[|Spell: ]]:__//Alter Magic Aura://__ 
&nbsp;&nbsp;''2nd'' - [[|Spell: ]]: 
&nbsp;&nbsp;''3rd'' - [[|Spell: ]]:__//Dispel Magic://__ 
&nbsp;&nbsp;''4th'' - [[|Spell: ]]: 
&nbsp;&nbsp;''5th'' - [[|Spell: ]]: 
&nbsp;&nbsp;''6th'' - [[|Spell: ]]:__//Greater Dispel Magic://__ 
&nbsp;&nbsp;''7th'' - [[|Spell: ]]:__//Antimagic Field://__ 
&nbsp;&nbsp;''8th'' - [[|Spell: ]]:__//://__ 
&nbsp;&nbsp;''9th'' - [[|Spell: ]]:__//://__ 
&nbsp;&nbsp;''10th'' - [[|Spell: ]]:__//://__ 
!!!Spiritual Channeling
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''???:'' 
&nbsp;&nbsp;''Spiritual Aegis (Su):'' You gain DR/Silver equal to 1 + 1 point per four class levels, which stacks with other effects that grant similar Damage Reduction.
&nbsp;&nbsp;''Withstand Magic (Su):'' __Lesser Power.__ You gain Spell Resistance equal to 12 + your Hit Dice and a +2 Enhancement bonus on saves made against Spell Effects.
&nbsp;&nbsp;''??? (Su):'' __Greater Power.__ 
!!!''Spells''
&nbsp;&nbsp;''0'' - __//Lesser Resistance://__ Creature gains +1 Resistance bonus for 2 rounds per level (max 10)
&nbsp;&nbsp;''1st'' - __//Sanctuary://__ 
&nbsp;&nbsp;''2nd'' - __//Shield Other://__ 
&nbsp;&nbsp;''3rd'' - __//Protection from Energy://__ 
&nbsp;&nbsp;''4th'' - __//Stoneskin://__ 
&nbsp;&nbsp;''5th'' - __//Spell Resistance://__ Creature gains spell resistance 12 + caster level (max 32)
&nbsp;&nbsp;''6th'' - __//Protection from Harm://__ Absorbs @@12/15@@ points of damage per level  (max 180/225) from any source.
&nbsp;&nbsp;''7th'' - __//Spell Turning://__ 
&nbsp;&nbsp;''8th'' - __//Mind Blank://__ 
&nbsp;&nbsp;''9th'' - __//Effulgent Epuration://__ One sphere per level blocks spells and spell-like abilities (SpC 78)
&nbsp;&nbsp;''10th'' - __//Globe of Forbiddance://__ 20-ft Radius sphere blocks all attacks and abilities
!!!Spiritual Channeling
&nbsp;&nbsp;''Protective Ward:'' As a swift action, you can expend 1 use from your Channeling pool to grant a creature within 30 feet a +1 Luck bonus to AC and saving throws. This bonus increases by 1 point per four class levels. In addition, the creature gains Damage Reduction/— equal to 2 + one-half your class level. These effects last for 1 round.
&nbsp;&nbsp;''Mystical Screen:'' As a standard action, you can expend 2 uses from your Channeling pool to create an immobile, translucent wall that blocks line of effect. The screen has an area of one 10-foot square, plus one additional 10-foot square per two class levels, a Hardness score equal to your class level, and 10 hit points per class level. You and creatures you designate can pass through the barrier. A Mysical Screen lasts for 1 round per two class levels.
&nbsp;&nbsp;''Summoning Power (Ex):'' You gain a +2 bonus to your caster level when casting Conjuration (Summoning) spells.
&nbsp;&nbsp;''Resilient Summons (Su):'' __Lesser Power__. Creatures summoned by you gain DR 5/— for 1 round per six class levels. At 12th level, they gain DR 10/— instead.
&nbsp;&nbsp;''???:'' __Greater Power__. 
!!!''Spells''
&nbsp;&nbsp;''0'' - __//Minor Summoning://__ Summons small items or noncostly material components.
&nbsp;&nbsp;''1st'' - __//Summon Monster I://__ 
&nbsp;&nbsp;''2nd'' - __//Summon Monster II://__ 
&nbsp;&nbsp;''3rd'' - __//Summon Monster III://__ 
&nbsp;&nbsp;''4th'' - __//Summon Monster IV://__ 
&nbsp;&nbsp;''5th'' - __//Summon Monster V://__ 
&nbsp;&nbsp;''6th'' - __//Summon Monster VI://__ 
&nbsp;&nbsp;''7th'' - __//Summon Monster VII://__ 
&nbsp;&nbsp;''8th'' - __//Summon Monster VIII://__ 
&nbsp;&nbsp;''9th'' - __//Summon Monster IX://__ 
!!!Spiritual Channeling
&nbsp;&nbsp;''Rebuild Summons:'' As a swift action, you can expend one use from your Spiritual pool to heal one of your summoned creatures a number of hit points equal to twice your class level. The range of this ability is 60 feet.
&nbsp;&nbsp;''Spiritual Summoning:'' You can expend 2 uses from your Spiritual pool to reduce the casting time of a Summoning spell by one step. Using this ability doesn't require an action.
&nbsp;&nbsp;''Traveler's Feet (Su):'' You reduce movement penalties caused by difficult terrain by one step. At 12th level, you reduce the effects of difficult terrain by two steps???
&nbsp;&nbsp;''Unfettered Movement (Su):'' __Lesser Power.__ You can bestow upon yourself the effect of the //Freedom of Movement// spell, with a caster level equal to your class level, for as long as you concentrate (a standard action).
&nbsp;&nbsp;''??? (-):'' 14th level
!!!Spells
&nbsp;&nbsp;''0'' - __//Discern Location://__ Indicates North, gains basic geographic layout
&nbsp;&nbsp;''1st'' - __//Longstrider://__ 
&nbsp;&nbsp;''2nd'' - __//Levitate://__ 
&nbsp;&nbsp;''3rd'' - __//Fly://__ 
&nbsp;&nbsp;''4th'' - __//Dimension Door://__ 
&nbsp;&nbsp;''5th'' - __//Overland Fly://__ 
&nbsp;&nbsp;''6th'' - __//Teleport://__ 
&nbsp;&nbsp;''7th'' - __//Plane Shift://__ 
&nbsp;&nbsp;''8th'' - __//://__ 
&nbsp;&nbsp;''9th'' - __//://__ 
&nbsp;&nbsp;''10th'' - __//://__ 
!!!Spiritual Channeling
&nbsp;&nbsp;''Heavenly Step:'' By expending one use from your Spiritual pool as a standard action, you gain the ability to traverse over any kind of terrain for 5 rounds per class level. You can walk over vertical walls, ceilings, and even over liquid surfaces without makings skill checks. The maximum speed at you can move in this way is equal to one-half your Land speed.
&nbsp;&nbsp;''Spatial Slide:''
&nbsp;&nbsp;''Battle Priest (Ex):'' Select one weapon group. You gain proficiency with Martial weapons from that group, as well as the benefits of the Weapon Focus feat for that group. You can use your class level in place of your Base Attack bonus to determine the total bonus granted by this ability.
&nbsp;&nbsp;''Spiritual Strike (Su):'' __Lesser Power__. Any weapon you wield (including your unarmed strikes) is treated as a Magic weapon and gains a +2 Enhancement bonus on damage rolls, which stacks with any other bonus of the same type that the weapon may already have. This bonus increases to +4 at 12th level.
&nbsp;&nbsp;''Battle Guidance (Su):'' __Greater Power__. Once per round as a free action, you can expend 1 Channeling point to gain a +4 Competence bonus on a single Attack roll or Combat check, or to your Armor Class against a single attack. You can activate this ability at any given time, as long as you are not Off-guard or Flat-footed. You can activate this ability after the the relevant rolls are made, but before the result is anounced.
!!!''Spells''
&nbsp;&nbsp;''0'' - [[Enhance Weapon|Spell: Enhance Weapon]]: Weapon strikes as Magic for 1 round per caster level (maximum 5).
&nbsp;&nbsp;''1st'' - [[Magic Weapon|Spell: Magic Weapon]]: Weapon gains a +1 Enhancement bonus.
&nbsp;&nbsp;''2nd'' - [[Spiritual Weapon|Spell: Spiritual Weapon]]: Force-made weapon attacks on its own.
&nbsp;&nbsp;''3rd'' - [[Greater Magic Weapon|Spell: Magic Weapon, Greater]]: Weapon gains +1 bonus per 3 caster levels (maximum +3).
&nbsp;&nbsp;''4th'' - [[Martial Awakening|Spell: Martial Awakening]]: Gain increased attack bonus and Strength for a short time.
&nbsp;&nbsp;''5th'' - [[Spiritual Armaments|Spell: Spiritual Armaments]]: Call forth one Spiritual Weapon per 3 caster levels (maximum 5).
&nbsp;&nbsp;''6th'' - [[Battlemaster's Transformation|Spell: Battlemaster's Transformation]]: Give up spellcasting ability to gain increased combat capabilities.
&nbsp;&nbsp;''7th'' - [[Weapon of the Champion|Spell: Weapon of the Champion]]: Impart powerful abilities on chosen weapon for several rounds.
&nbsp;&nbsp;''8th'' - [[Spiritual Army|Spell: Spiritual Army]]: Summon a small force of spectral warriors to fight for you.
&nbsp;&nbsp;''9th'' - [[Majestic Legion|Spell: Majestic Legion]]: 
&nbsp;&nbsp;''10th'' - [[Avatar of War|Spell: Avatar of War]]: Greatly increase combat skill at the expense of spellcasting.
!!!Spiritual Channeling
&nbsp;&nbsp;''Call to Battle:'' As a swift action, you can expend one use from your Spiritual pool to grant all allies within 60 feet of you a +2 Sacred bonus on attack rolls, Combat checks and weapon damage rolls, as well as on saves against Morale effects. These bonuses last for 1 round, plus 1 additional round per five class levels.
&nbsp;&nbsp;''Smite:'' When making a weapon attack, you can expend one use from your Spiritual pool as a free action to deal an extra 1d6 points of damage per two class levels, if the attack hits. This ability can be used once per round.
!!!Estructura
''Puente de Mando:'' 
''Cámara del Elemental:'' Continene cuatro nucleos independientes.
''Bodegas:'' 
!!!Habitaciones
''Camarote del Capitán:'' 
''Suite Principal:'' 
''Habitaciones de Huéspedes:'' (8)
''Camarotes Auxiliares:'' (4 sencillos, 4 dobles)
!!!Comodidades
''Cocina:'' 
''Comedor/Sala de Conferencias:'' 
''Area de Descanso:'' 
''Taller/Laboratorio:'' 
''Baño:'' 
Compañía de aventureros formada durante el verano del 846, en la Era del Mago. Conocida principalmente por enfrentarse a la sociedad secreta conocida como [[Kozia Paraloghi]]. El nombre de la compañía deriva del apodo de su líder: Bobmar Lhey, "El Guerrero Búfalo", y su célebre capacidad para intimidar a sus enemigos mediante una simple mirada.
*[[Historia|El Ojo de Búfalo: Historia]]
**[[Cronología|El Ojo de Búfalo: Cronología]]
**[[Crónicas|Crónicas: El Ojo de Búfalo]]
!!!Integrantes
*''[[Bobmar Lhey]], "El Guerrero Búfalo"'' (Fundador)
*''[[Almera Firiat]], "La Princesa del Fuego Oscuro"'' (Fundadora)
*''"Puño Dorado" [[Aurix]]'' (Fundador, Invierno del 846 - Verano del 849)
*''[[Tomm]]'' (Invierno del 846)
*''"Pie de Wendigo" [[Bael Theriath]]'' (Invierno del 846)
*''"Ala Mortal" [[Kilua Rikufeno]]'' 
*''[[Acorithlindanox]]'' 
*''[[Balberith]]'' 
*''[[Araj]]'' 
*''[[Huan-Ying]]'' 
*''[[Kroud]]'' 
*''Condestable [[Malagar Arethusa]]'' 
!!!Notas
*[[El Inmolado]]
|>|!846 del Mago|
|>|''Verano''|
|''3ra de los Espíritus''|Bobmar Lhey, Aurix y Almera Darkfire se conocen en Badon.|
|''4ta de los Espíritus''|Encuentro con los secuaces de Grinn Gospel y asalto a su guarida.|
|''5ta de los Espíritus''|Argulfio Tamaran completa su rito de pasaje.|
|''3ra de la Lluvia''|Incidente con Rastaban Cire y el capitán Luppo.|
|''1ra del Obispo''|Intento de secuestro del príncipe Zembrent, de Omidra.|
|''3ra del Obispo''|Comienza la caza de los Capuchas Rojas.|
|>|''Otoño''|
|''3ra de las Cosechas''|El grupo arriba al reino de Omidra.|
|''3ra de las Cosechas''|Rith y Kilua se unen a la compañía. Se descubre la existencia del Huevo Mundano.|
|''4ta de las Cosechas''|Alianza con Balzira y su Banda del Humo Gris.|
|''5ta de las Cosechas''|Asedio a la fortaleza de los Capuchas Rojas. Lorvol Demort es derrotado.|
|''2da del Fuego''|Mercenarios guiados por Akoribrambo emboscan al grupo. El Huevo Mundano es tomado.|
|''4ta del Fuego''|La compañía zarpa desde Altaquima en dirección al sureste.|
|>|''Invierno''|
|''1ra de los Muertos''|Los aventureros se adentran en la selva de Oblongo, en busca del dragón.|
|''2da de los Muertos''|Pelea contra Akoribrambo, soberano del río Tegres.|
|''1ra del Sueño''|La compañía se dispersa.|
|>|!849 del Mago|
|>|''Primavera''|
|''1ra de las Bestias''|La compañía se reagrupa en Altaquima.|
|''2da de las Bestias''|El Ojo de Búfalo se integra al Gremio de Aventureros.|
|''4ta de las Bestias''|Asalto a la fortaleza de Nigel Petrucci, y huida de éste.|
|''2da del Viento''|Adder Kronian contacta al Ojo de Búfalo.|
|''3ra del Viento''|En el laboratorio de Ragu, Adder y Elimac intentan capturar a Aurix.|
|''4ta del Viento''|Reunión del grupo con Forthius Greeneye, líder del Gremio de Aventureros.|
|''2da del Sabio''|Captura de Adder en Varosia. En camino hacia Risanto, el grupo es emboscado.|
|''3ra del Sabio''|Adder revela la existencia de Bufanda Roja y uno de sus hombres: Dorsian Callidac.|
|>|''Verano''|
|''2da de los Espíritus''|Encuentro con Dolmira Vheia, asalto a la mansión Callidac y muerte de Dorsian.|
|''3ra de los Espíritus''|Siltfer Raltzein revela la existencia de otros Loghius.|
|''4ta de la Lluvia''|El Ojo asedia la isla Menoss y consigue derrotar a Ban, El Revolucionario.|
|''4da del Obispo''|Demerol Romenikus arrasa la ciudad de Risanto. Aurix deja la compañía.|
|>|''Otoño''|
|''2da del Fuego''|Arribo de El Inmolado al Mar de las Brumas.|
|''4ta del Fuego''|Primer contacto con el Emperador de Plata: Katton.|
|''5ta del Fuego''|Bobmar Lhey visita el archipiélago Vyrretia como general y emisario de Katton.|
|''1ra del Rey''|El vestigio de Katton es destruido en la isla Erebur. Bobmar hereda a Gohl.|
|>|''Invierno''|
|''1ra de los Muertos''|Primer contacto con Lorentz Taltimus.|
|''''||
|''''||
|''''||
|>|!850 del Mago|
|>|''Primavera''|
|''2da de las Bestias''|Nace Lepantho, hijo de Kilua y Lumi Vheia|
|''3ra de las Bestias''|El Nokerumba es revelado en Nimbrus|
|''1ra del Viento''|El Ojo de Búfalo asedia la prisión-laboratorio de Sacrozia, y derrota a Calgari Devouxihar.|
|''3ra del Viento''|Torams es atacado por soldados asquenios.|
|>|''Verano''|
|''''||
|''''||
|''''||
|''''||
|>|''Otoño''|
|''''||
|''''||
|''''||
|''''||
|>|''Invierno''|
|''''||
|''''||
|''''||
|''''||
Etceteris
#[[Los Tres Príncipes|El Ojo de Búfalo: Historia - 1 - Los Tres Príncipes]]
#[[Crear El Destino|El Ojo de Búfalo: Historia - 2 - Crear El Destino]]
#[[El Asesino de Leyendas|El Ojo de Búfalo: Historia - 3 - El Asesino de Leyendas]]
#[[|El Ojo de Búfalo: Historia - 4 - ]]
#[[|El Ojo de Búfalo: Historia - 5 - ]]
#[[|El Ojo de Búfalo: Historia - 6 - ]]


!!!Risanto en Ruinas: El Mago de Hierro.
&nbsp;&nbsp;&nbsp;&nbsp;...

!!!¡Duelo por la Corona!: Bobmar Contra Katton.
&nbsp;&nbsp;&nbsp;&nbsp;...

!!!El Mensajero y los Gigantes Mudos: De Calatria a Nimbruz.
&nbsp;&nbsp;&nbsp;&nbsp;...


!!!La Prisión Perlada: Calgari, Loghius del Pensamiento.
&nbsp;&nbsp;&nbsp;&nbsp;...
Etceteris
!!!Primeras Aventuras: El Heredero y Los Bandidos.
&nbsp;&nbsp;&nbsp;&nbsp;El nacimiento del Ojo de Búfalo se da durante la tercera cuenta de la Luna de los Espíritus del año ochocientos cuarenta y seis, bajo el signo de El Mago, cuando un errante Bobmar Lhey arriba al puerto de [[Badon]], donde el azar lo hace toparse con otro vagabundo: El entonces desconocido Aurix. Por instancia de Bobmar, el par acude a participar en uno de los círculos gladiatoriales locales, en los que el dracónido consigue, no sin bastante dificultad, acabar con el campeón reinante (un arponero llamado Rakhen Capanegra). 
&nbsp;&nbsp;&nbsp;&nbsp;Con la aspiración de sanar las heridas de Aurix, ambos parten en busca de Ragú, un curandero amigo del semi-drow. Sin embargo, la impaciencia del dracónido los lleva a un enfrentamiento con la guardia de la familia Támaran, los potentados locales. Tras ser reducidos y arrestados por los guardias, el mayordomo de la familia, Langer, accede a dejarlos ir a cambio de sus servicios como guardaespaldas de Argulfio, el joven y arrogante heredero, durante su rito de madurez. Sin otra opción además de el encarcelamiento, Bobmar accede.
&nbsp;&nbsp;&nbsp;&nbsp;Acompañados por Almera, una agresiva arcanista élfica, y el indistiguido trasgo Tomm, el grupo parte hacia las planicies saladas del oeste, donde el caribú plateado habita durante el verano. Poco antes de llegar a la aldea de Norba, la expedición es atacada por bandidos. Pese a su inferioridad numérica, Bobmar y sus camaradas repelen el ataque con relativa facilidad, logrando incluso capturar a uno de los bandidos.
&nbsp;&nbsp;&nbsp;&nbsp;Al arribar a Norba, los expedicionarios encuentran la aldea cerrada, en situación de alerta, después de que la mitad de la milicia fuese envenenada por orden del jefe criminal Grinn Gospel (apodado //El Rayo//). Temporalmente dejando de lado su misión original, los cuatro aventureros se adentran en el bosque con miras de capturar a Gospel y obtener la recompensa ofrecida por su cabeza. Con la ayuda de Harpo (el bandido capturado, al que han puesto bajo un encantamiento), los aventureros localizan con facilidad el escondite de Gospel.
&nbsp;&nbsp;&nbsp;&nbsp;Pese a sus mejores esfuerzos, la alarma de su presencia se expande, y se ven obligados a pelear de frente con los bandidos. Grinn Gospel es vencido por los esfuerzos combinados de Tomm, Almera y Bobmar, mientras su guardaespaldas, el semielfo Jamir poco puede hacer ante los poderosos puños de Aurix. Con la situación bajo control, los aventureros registran la guarida en busca de cosas de valor, y se preparan para emboscar a los bandidos restantes (cuya existencia es revelada por un Ómon, un bandido bastante joven que Almera deja escapar).
&nbsp;&nbsp;&nbsp;&nbsp;Sin sospechar nada, los criminales son fácilmente emboscados y aniquilados; pero el escape de uno de ellos lleva a un gigantesco incendio forestal que obliga a los cazarrecompensas a refugiarse en la cueva. Una vez pasado el fuego, el grupo se encamina hacia Norba tranquilamente, listos para continuar su misión original. Sólo un cabo queda suelto: El joven Ómon y su maestra, la armera Lorinna.
&nbsp;&nbsp;&nbsp;&nbsp;Una vez en las planicies, la expedición consigue localizar una manada del caribú plateado, dando comienzo al ritual de madurez de los Támaran. Mientras el joven Argulfio intenta cazar uno de los animales, una jauría de lobos se lanza al ataque sobre Langer y los aventureros. Con gran dificultad, los voraces canes son repelidos, muriendo en combate tanto el mayordomo, como el trasgo Tomm.
&nbsp;&nbsp;&nbsp;&nbsp;Pese a las dificultades, los aventureros consiguen regresar a Norba, donde se encuentran con un misterioso personaje cumpliendo la función de magistrado. Pese a que el hombre parece conocerla bastante bien, Almera no consigue recordarlo, y decide pasarlo por alto, partiendo a la prefectura local –la ciudad de Dirga–, para cobrar la recompensa de Grinn Gospel.

!!!Fuera de la Ley: Los Lobos de Dirga.
&nbsp;&nbsp;&nbsp;&nbsp;Tras una escala en Badon con el propósito de vender el botín confiscado a los bandidos —sin su conocimiento, en la tienda de [[Lemuel Lumbagen]]—, los aventureros arriban a [[Dirga]], la Ciudad Roja, sede de la prefectura regional. La ciudad, normalmente apacible, se encuentra movilizada debido al reciente asesinato de Sir Conimer, cabeza del gobierno local, a manos de un mercenario llamados Fidias.
&nbsp;&nbsp;&nbsp;&nbsp;Tras cobrar la recompensa ofrecida por Grinn Gospel, el grupo se dispersa bajo las advertencias del comisario adjunto, [[Bora Jozafet]] de mantenerse al margen de la situación. Poco después, sin embargo, Bobmar y Aurix se ven mezclados en la captura y subsecuente escape del criminal Fidias, y son perseguidos por los guardias locales. Los mestizos consiguen escapar gracias al auxilio de un posadero local, que reconoce al fugitivo como [[Rastaban Cire]], uno de los magistrados de la ciudad. Con su ayuda, el grupo consigue eludir al comandante de los Firre, [[Luppo Jozafet]].
&nbsp;&nbsp;&nbsp;&nbsp;Ignorante de los problemas de sus camaradas, Almera se dirige al distrito comercial de Dirga en busca de sumisnistros mágicos y equipo. En una calle desierta de la ciudad, la arcanista se encuentra con Soris, un miembro de [[El Martillo|Iglesia de Pelor: El Martillo]], quien la ataca sin piedad. Pese a los embates de su enemigo, Almera consigue derrotar al clérigo, incinerándolo con su hechizo de //Combustión//.
&nbsp;&nbsp;&nbsp;&nbsp;Con un herido Fidias a cuestas, Aurix y Bobmar consiguen llegar al templo local de Pelor, donde el fugitivo pide asilo a uno de los sacerdotes. Contactando a Almera mediante un mensajero, la compañía se reagrupa en la iglesia, donde Rastaban les revela la verdad acerca de el asesinato de Conimer, siendo éste un plan del también magistrado y terrateniente local Everec Manlius, cuyo objetivo es apoderarse de la ruta comercial que guía al sur.
&nbsp;&nbsp;&nbsp;&nbsp;Con el objetivo de limpiar sus nombres, los aventureros se introducen ésa noche en la mansión de Rastaban Cire con la intención de recuperar las pruebas de la traición de Manlius. La situación se complica gravemente cuando un grupo de guardias comandado por Bora Jozafet arriba a la propiedad y comienza una inspección del edificio. El comisario, gracias a su agudo olfato detecta inmediatamente la presencia de Almera, Bombar y Aurix pero, en un giro inesperado, instruye a los guardias a concentrarse en la planta baja de la mansión, dándole tiempo a los aventureros de escapar del piso superior.
&nbsp;&nbsp;&nbsp;&nbsp;Estando los aventureros a pocos metros de la reja, uno de los guardias se percata de su presencia, avisando inmediatamente a los demás. Almera y Aurix consiguen sortear la verja sin problemas, pero Bobmar no lo consigue y es rápidamente capturado por los Firre. Bobmar es arrojado a una celda en la comisaría, sólo para ser liberado pocas horas después por el comisario Bora y su hemano, [[Monza|Monza Jozafet]], quien lo conduce a salvo hasta la iglesia de Pelor donde se hallan sus camaradas. El licántropo le devuelve también los documentos que le han sido confiscados, y luego se marcha bajo el amparo de la oscuridad.
&nbsp;&nbsp;&nbsp;&nbsp;Al día siguiente, los aventureros son interceptados en camino hacia el santuario del Dios de los Caminos por un escuadron de guardias Firre. La batalla, desfavorable desde el principio para el grupo, se torna desesperada cuando el capitán Luppo entra en acción. En pocos segundos, el licántropo acaba con Bobmar. Almera acude en defensa de su camarada, sólo para ser vencida también. Luppo se arroja posteriormente contra el dracónido, quien pese a su pericia en el combate y tremendo valor, no consigue derrotar a su adversario y cae incosciente después de recibir numerosas heridas.
&nbsp;&nbsp;&nbsp;&nbsp;... Awakning, Bounty & Bael's stuff.

!!!De Ercobia a Omidra: Cazando a la Gran Víbora.
&nbsp;&nbsp;&nbsp;&nbsp;...
Etceteris
!!!Humo Gris y Ponzoña Verde: El Fin de Lorvol Demort.
&nbsp;&nbsp;&nbsp;&nbsp;...

!!!Recuperar el Huevo Mundano: Akoribrambo, Príncipe del Río.
&nbsp;&nbsp;&nbsp;&nbsp;...

!!!Separación: Nos Veremos en Altaquima.
&nbsp;&nbsp;&nbsp;&nbsp;...
Etceteris
!!!Dos Engaños: Sanford y Adder.
&nbsp;&nbsp;&nbsp;&nbsp;...

!!!La Verdad Oculta: Bufanda Roja.
&nbsp;&nbsp;&nbsp;&nbsp;...

!!!A la Caza del Loghius: Ban, El Revolucionario.
&nbsp;&nbsp;&nbsp;&nbsp;...
Formada en el ??? de El Mago por el cazarecompensas Aquim Galagher, //En Fuego// fue una compañía de aventureros orientada principalmente a derrocamientos y golpes de estado, operando siempre bajo el amparo de la Iglesia de la Ley. Su principal hazaña consistió en la instauración del régimen...
!!!Integrantes
*''"Impacto Sordo" [[Aquim Galagher]]'' (Fundador)
*''"Pie de Wendigo" [[Bael Theriath]]''
Etceteris
*[[Weapons|Equipment: Weapons]]
**[[Simple|Weapons: Simple]]
**[[Martial|Weapons: Martial]]
**[[Exotic|Weapons: Exotic]]
*[[Armor|Equipment: Armor]]
Etceteris
|!Armor Name |!Price |!Weight |!Armor<br>Bonus |!Damage<br>Reduction |!Dex<br>Limit |!Penalty |!Special |
|>|>|>|>|>|>|>|''Light''|
|Padded|. gp|. lb|+1 |—|— |—|...|
|Leather|. gp|. lb|+2 |—|+8 |—|...|
|Studded|. gp|. lb|+3 |—|+6 |-1|...|
|Light Mail|. gp|. lb|+4 |—|+4 |-2|...|
|>|>|>|>|>|>|>|''Medium''|
|Half Mail|. gp|. lb|+4 |2/Blud|+4 |-3|...|
|Full Mail|. gp|. lb|+5 |2/Blud|+3 |-3|...|
|Light Plate|. gp|. lb|+6 |3/—|+3 |-4|...|
|>|>|>|>|>|>|>|''Heavy''|
|Heavy Plate|. gp|. lb|+7 |3/—|+3 |-5|Lesser Fortification|
|Full Plate|. gp|. lb|+8 |4/—|+2 |-6|Lesser Fortification|

|War Plate|. gp|. lb|+10 |5/—|+0 |-8|Exotic|
Etceteris

main hand, off-hand
//Ammunition:// 50% of being destroyed

!!!Weapon Categories
A weapon is classified in a number of ways, which include:

__''By Proficiency:''__
A creature takes a -4 penalty on attack rolls made with a weapon for which it is no proficient.
''[[Natural|Weapons: Natural]]:'' ...
''[[Simple|Weapons: Simple]]:'' All creatures are proficient with Simple weapons (as long as they have an Intelligence score of at least 5 and the weapon is designed for they specific body shape).
''[[Martial|Weapons: Martial]]:'' Combat-oriented classes usually grant proficiency with these weapons, as do some creature types. They usually have at least one special weapon property (see below).
''[[Exotic|Weapons: Exotic]]:'' Weapons of this category require special training, so most wielders must take the Exotic Weapon Proficiency feat in order to use them. Some races grant the ability to treat specific Exotic weapons as Martial (or even Simple) weapons.
''Improvised:'' No penalty with Improved Unarmed Strike

__''By Range''__
''Melee:'' These weapons allow the wielder to make melee attacks, though some of them can be thrown as well.
//Reach:// A Reach weapon doubles (or even triples) the range in which its wielder can make melee attacks. Unless otherwise noted, a Reach weapon cannot be used to attack targets on the wielder's original threat range.
''Ranged:'' Used to make ranged attacks, which provoke attacks of opportunity. They are divided in Projectile and Thrown weapons.
//Projectile:// Projectile weapons can be fired at up to ten range increments. Unless noted otherwise, reloading a projectile weapon is a free action that doesn't provoke attacks of opportunity. For most Projectile weapons, the Strength modifier of the wielder doesn't affect damage rolls made with the weapon.
//Thrown:// Thrown weapons can be fired at up to five range increments. The wielder's Strength modifier is applied on damage rolls made with thrown weapons (except for splash weapons). A melee weapon not designed to be thrown can be used to make a ranged attack (range increment 10 ft, critical 20/×2) at -4 penalty.

__''By Type''__
''Light:'' A Light weapon can be used to make Off-hand attacks at no penalty (like when fighting with multiple weapons simultaneously). A Light weapon grants no advantages when used with both hands.
''~One-Handed:'' Using a ~One-Handed weapon to make Off-hand attacks imposes a -2 penalty on attack rolls. A ~One-Handed weapon may be used in both hands in order to apply 1-½ times the wielder's Strength bonus on damage rolls; when used in this way, the weapon is considered one category larger for purposes of attacking with it (which influence feats like Power Attack, Disarm and Sunder attempts, and the Parry special property).
''~Two-Handed:'' These weapons require both hands to use them properly. The wielder applies 1-½ times its Strength bonus on damage rolls made with ~Two-Handed weapons.
//Double:// A Double weapon is a ~Two-Handed weapon that can be used to fight as with both ends at the same time, just as if fighting with two weapons. When used in this way, it counts as fighting with a ~One-Handed weapon and a Light weapon, unless noted otherwise. A Double weapon still counts as a ~Two-Handed weapon to resist a Disarm or Sunder attempt. A Double weapon grants its wielder a +1 Parry bonus to AC, unless noted otherwise.

!!!Weapon Special Properties
Only creatures proficient with martial weapons may benefit from the Parry and Telling special properties.
''Anticharge:'' Double damage when readied against a charge.
''Disarm:'' +2 bonus on Disarm attempts (including the check to avoid being disarmed on a failure).
''Finesse:'' Compatible with the Weapon Finesse feat. Reduce its Parry special property by one size step.
''Parry:'' Grant +1 Parry bonus to AC against weapons up to one category larger.
''Telling:'' +2 bonus on rolls to confirm a critical hit.
''Trip:'' Use Trip maneuver without provoking attacks of opportunity. Drop to avoid reactive Trip attempt.

!!!Weapon Groups
Etceteris, Melee only for Knife group
''Axe:'' Battleaxe, Greataxe, Handaxe, Throwing Axe
''Blade:'' Kukri, Longsword, Rapier, Scimitar, Shortsword
''Bludgeon:'' Club, Greatclub, Mace (Light, Heavy or Great), Quarterstaff
''Bow:'' Longbow, Shortbow
''Crossbow:'' Crossbow (Hand, Light, Medium or Heavy)
''Knife:'' Dagger, Kukri, Punching Dagger, Rapier, Shortsword, Throwing Knife
''Chain:'' Heavy Flail, Light Flail, Spiked Chain
''Hammer:'' Light Pick, Heavy Pick, Warhammer, Maul
''Hook:'' Light Pick, Heavy Pick, Scythe, Sickle
''Polearm:'' Glaive, Greatspear, Halberd, Longspear, Trident
''Saber:'' Kukri, Falchion, Scimitar
''Spear:'' Dart, Greatspear, Javelin, Longspear
''Sword:'' Greatsword, Longsword, Shortsword
''Thrown:'' ...

!!!Weapon Size
Weight: Large is Medium*2, Small is Medium/2
Damage table, Range increment table
Use of larger weapons
El libro de los espíritus. Un poderoso artefacto capaz de controlar el clima.
&nbsp;&nbsp;''[[Erigo|Artifact Weapon: Chains of the Volcanic Avatar]]'' (Genio: //"Magma"//) es uno de los [[Avatares Elementales]] creados durante la Era de los Dioses. Cuarto. 
!!!Historia
&nbsp;&nbsp;[[Purozi]] el Agricultor, Líder de la Tribu Flama.
&nbsp;&nbsp;
!!!Poderes
&nbsp;&nbsp;
&nbsp;&nbsp;
Personajes: Los Errantes
(Stojan, Rurik, Arashi, Thantror, Abbadon, Rotharl, Sakura)

El Ojo del Cielo (El ojo de búfalo + los errantes) asiste a una suerte de presentación en las fábricas de Nokerumba de Torams, por invitación de Dinater Vanzian. Un operativo terrorista de ninjas Askerai atacó las instalaciones, fueron detenidos por los poderes combinados de ambos equipos y no sé qué ganamos porque no apunté en mis notas el desenlace.

Días después un comando fey bajo las órdenes de la reina Sirra (creo) atacó el Inmolado, derrotando a los ocupantes y secuestrando a Almera para algún propósito siniestro.

Los equipos se dividieron: El Ojo de Búfalo viajará al feyland para recuperar a Almera, y los Errantes viajarán a las cavernas del underdark a buscar a la familia de Stojan.

En el underdark, una caravana de enanos psicóticos reveló la ubicación de la ciudad subterránea de Narverrade, poco antes de ser devorados por demonios del inframundo.
''[Heritage]''
      //Description//
''Prerequisites:'' ~Non-Lawful Alignment
''Benefit:'' You receive a +1 Racial bonus on Perception and Use Magic checks. You get a +1 Racial bonus on saves against Poison, and a +2 Racial bonus on saves and checks against Disease. You also gain Darkvision with a range of 30 feet.
''Special:'' For each two Abyssal Heritage feats you have, the bonus granted on Perception and Use Magic increases by 1 point, to a maximum of +4.
Description
''Prerequisites:'' Perception 3 ranks
''Benefit:'' You get a +2 bonus on Perception checks.
If you have at least 6 ranks in Perception, you gain the benefit of Keen Senses. If you already have such ability, you can roll an additional d20 when making a Perception check and use either of the two results.
If you have at least 9 ranks in Perception, you receive a +2 bonus on all Initiative checks.
If you have at least 12 ranks in Perception, you can roll 2d20 when making an Initiative check and select the best result.
''Special:'' An Elf, ~Half-Elf, Hobgoblin or Dragonchild needs 3 ranks less than normal to qualify for the secondary benefits.
''[Magic]''
      Description
''Prerequisites:'' Caster Level 5th
''Benefit:'' You can always take 10 on caster level checks, regardless of distraction or threat.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Medium armor proficiency, Base Attack +4.
&nbsp;&nbsp;''Benefit:'' When wearing Medium armor, increase its Armor bonus to AC by 1 point. When wearing Heavy armor for which you are proficient, you increase both its Armor bonus to AC by 2 points, and its Damage Reduction by 1 point. In addition, you reduce the Encumbrance penalty of any armor you wear by 1 point.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Medium armor proficiency.
&nbsp;&nbsp;''Benefit:'' You become proficient with Heavy armor (except exotic armor).
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Benefit:'' You become proficient with Medium armor and with Heavy shields.
+CL on Healing spells, up to the maximum allowed (if any) Heal 150+30
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Ki pool, Concentration 9 ranks.
&nbsp;&nbsp;''Benefit:'' You can make a special Concentration check that requires 1 round to complete. You gain 1 temporary Ki point for each 4 points you get on the check. These points last for 1 round for each 3 ranks you have in Concentration. Your temporary Ki points can't exceed the maximum value of your Ki pool.
&nbsp;&nbsp;If you have at least 12 ranks in Concentration, you can use this feat effect as a standard action, but you only gain 1 Ki point per 6 points you get on the skill check.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Wis 13 or Cha 13 (choose one), Base Attack +6
&nbsp;&nbsp;''Benefit:'' When you choose this feat, select either Wisdom or Charisma as the relevant ability score. You gain a Ki pool with a number of uses equal to one-half your Base Attack Bonus plus your relevant ability modifier (Wis or Cha). 
&nbsp;&nbsp;You also gain a 1st-level [[Ki Power|Class Feature: Ki Power]] of your choice.
&nbsp;&nbsp;''Special:'' If you already have a Ki pool, you can use your total Base Attack bonus for calculating its number of uses.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +4
&nbsp;&nbsp;''Benefit:'' You gain a +4 bonus on saves against Morale effects. You also receive a +2 bonus on Initiative checks.
&nbsp;&nbsp;''[Combat]''
      Description
&nbsp;&nbsp;''Prerequisites:'' Wis 13 or Base Attack +2
&nbsp;&nbsp;''Benefit:'' You are considered to be Flat-footed (Instead of Off-guard) when an invisible creature attacks you in melee, and such creature doesn’t get the usual +2 bonus for attacking you. These benefits apply only against creatures you are aware of.
&nbsp;&nbsp;You take only one-half of the standard concealment penalties on melee attack rolls.
&nbsp;&nbsp;You take only one-half the standard speed penalties for darkness and poor visibility.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Int 15, Base Attack +6, Combat Expertise, Dodge.
&nbsp;&nbsp;''Benefit:'' You add your Intelligence bonus as a Dodge bonus to your Armor Class. This bonus can't be greater than one-fourth your Base Attack bonus, or one-sixth your Base Attack bonus if you are wearing @@Heavy/Medium or heavier@@ armor.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Int 13, Base Attack +4.
&nbsp;&nbsp;''Benefit:'' When wielding a One-handed o Light melee weapon in your main hand, you deal extra Precision damage equal to your Intelligence bonus (maximum equal to your Base Attack bonus).
''[Heritage]''
      Description
''Benefit:'' You receive a +1 Racial bonus on Insight and Perception checks. You get a +1 Racial bonus on saves against Poison, and a +2 Racial bonus on saves against Disease. You also gain Darkvision with a range of 30 feet.
''Special:'' For each two Celestial Heritage feats you have, the bonus granted on Insight and Perception increases by 1 point, to a maximum of +4.
''[Abyssal Heritage]''
      Description
''Prerequisites:'' Antralith or Abyssal Heritage, one Abyssal Heritage feat
''Benefit:'' By expending one use from your Heritage pool as an immediate action, select a spell being cast within 30 feet and roll 1d6. If the result is even, increase the DC of the spell by that amount. If the result is odd, reduce the DC of the spell by that amount. This is a supernatural ability.
''Special:'' Your Heritage pool has a number of uses equal to the number of Heritage feats you have.
''[Abyssal Heritage]''
      Description
''Prerequisites:'' Antralith or Abyssal Heritage
''Benefit:'' As a swift action, you can transform your hands into claws. You gain two primary natural claw attacks that deal 1d4 points of damage each. In addition, your natural attacks and unarmed strikes are treated as Magic for purposes of overcoming Damage Reduction.
''Special:'' For each two Abyssal Heritage feats you have, your natural attacks and unarmed strikes gain a +1 bonus on damage rolls.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Int 15, Base Attack +6, Combat Expertise.
&nbsp;&nbsp;''Benefit:'' When fighting defensively, you gain a Competence bonus on melee attack rolls equal to one-half the penalty you take (maximum equal to your Intelligence bonus), but only against creatures your threaten at the beginning of your turn. You must fight defensively on the previous round to use this feat, and the bonus granted by its effect can't be greater that one-half the penalty you took on that round. This bonus doesn't apply on attacks of opportunity.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;      Description
&nbsp;&nbsp;''Prerequisites:'' Int 13 or Base Attack +2
&nbsp;&nbsp;''Benefit:'' As a standard action, or as a free action the first time you declare an attack during your turn, you can take a penalty equal or lower than your Base Attack bonus on all attack rolls you make in the round and add that number as a Dodge bonus to your Armor Class until the end of the round. You lose this bonus if you take any action that requires concentration, like casting a spell or using a spell-like ability with a casting time of 1 standard action or more.
&nbsp;&nbsp;You can use this feat in conjunction with a readied action to make an attack. In that case, you may choose to apply the penalty immediately (which applies on any opportunity attacks you may make), or until you make the attack.
&nbsp;&nbsp;''Special:'' Using this feat with a penalty of at least -2 counts as fighting defensively for the purpose of feats and special abilities.
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;      Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +1
&nbsp;&nbsp;''Benefit:'' Enemies you threaten take a penalty equal to 1 + one-half your Base Attack bonus on attack rolls made against your allies, up to a maximum penalty of -4. Multiple penalties from this feat don't stack.
&nbsp;&nbsp;In addition, you gain a +2 bonus on Combat checks made to resist combat maneuvers.
Price Rules: 
20 * Caster Level * Lowest/Highest Spell level (per charge)
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Weapon Focus (Crossbows)
&nbsp;&nbsp;''Benefit:'' You can reload a Medium or lighter crossbow as a free action, or a Heavy crossbow as a move action. You can also add one-half your Dexterity bonus as precision-based damage on attacks made with your crossbow. 
&nbsp;&nbsp;If your Base Attack bonus is at least +4, you can deal precision-based damage with your crossbow at a range of 60 feet.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +2, Improved Unarmed Strike
&nbsp;&nbsp;''Benefit:'' As a standard action, you can make a single unarmed strike with a -2 penlaty. On a successful hit, you double both the unarmed strike damage and your Strength bonus for that attack. The penalty imposed by this feat is reduced by 1 point for each five points of Base Attack bonus you have.
&nbsp;&nbsp;''[Magic, Reserve]''
&nbsp;&nbsp;You can conjure small scale bursts of Darkfire.
&nbsp;&nbsp;''Prerequisites:'' Ability to cast 6th-level [Darkfire] spells.
&nbsp;&nbsp;''Benefit:'' If you have a 6th-level or higher [Darkfire] spell available, you can use a standard action to create a 10-ft Radius, 20-ft High Cylinder within 60 feet. The effect deals 1d8 points of Darkfire damage per level of the available spell (Reflex half). Despite being a supernatural ability, Darkfire Prominence is subject to Spell Resistance (use the caster level for the spell used to power the effect).
&nbsp;&nbsp;In addition, you gain a +1 Competence bonus to caster level when casting [Darkfire] spells.
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Athletics 3 ranks
&nbsp;&nbsp;''Benefit:'' When running, you move at five times your speed, or at four times your speed when using heavy armor. In addition, you gain a +2 bonus on Jump checks made with a running start.
&nbsp;&nbsp;If you have at least 6 ranks in Athletics, you gain a +5 feet bonus to your Land speed and you are considered Flat-footed (instead of Off-guard) while running. You lose these benefits when using medium or heavy armor.
&nbsp;&nbsp;If you have at least 9 ranks in Athletics, you can make a turn of 90 degrees or less while running or charging. Each turn counts as 30 feet of movement. If you are charging, you must move at least 10 feet in a single direction before attacking.
&nbsp;&nbsp;If you have at least 12 ranks in Athletics, the bonus to your Land speed increases to +10 feet.
&nbsp;&nbsp;''Special:'' An Elf, Halfling or Hobgobin needs 3 ranks less than normal to qualify for the secondary benefits.
''[Abyssal Heritage]''
      Description
''Prerequisites:'' Antralith or Abyssal Heritage
''Benefit:'' Your Natural armor increases by 1 point.
''Special:'' For each two Abyssal Heritage feats you have, your Natural armor increases by 1 additional point.
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Character Level 5th
&nbsp;&nbsp;''Benefit:'' Once per day as a swift action, you can activate this feat effect, which lasts a number of rounds equal to your character level. For the duration of the effect, each time you deal damage to a creature with a weapon attack, that creature takes a -1 penalty to AC. These penalties are cumulative and last for the entire duration of the feat, even if it is dispelled from you (but the penalties may be dispelled targeting the affected creature). You can impose a maximum penalty equal to one-half your character level on a single creature. At 10th level and every five levels thereafter, the penalty imposed by this feat increases by 1 point. @@once per round?@@
&nbsp;&nbsp;You can choose to reduce the Damage Reduction or Hardness of a target creature or object instead. You cannot reduce Epic or typeless damage reduction using this feat.
&nbsp;&nbsp;''Special:'' If you have a Channeling pool, you can expend 3 uses from it to gain an additional use of this feat.
''[Combat]''
      Description
''Prerequisites:'' Endurance 9 ranks, Toughness
''Benefit:'' You reduce the [[dying|Rules: Injury and Death]] penalties by one step.
If you have at least 12 ranks in Endurance, you can make a DC 35 Endurance check at the beginning of your turn. If you succeed, you reduce the dying penalties by two steps for 1 round. If you use this effect on consecutive rounds, the DC for the Endurance check increases by 10 per previous attempt. The DC returns to normal at the rate of 10 points at each round in which effect is not used.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Dex 13 or Base Attack +2
&nbsp;&nbsp;''Benefit:'' You gain a +1 Dodge bonus to your Armor Class. You lose this bonus if you are wearing Medium or Heavy armor.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, [[Constant Guardian|Feat: Constant Guardian]].
&nbsp;&nbsp;''Benefit:'' When a creature you threaten makes a melee attack against one of your allies, you can expend two of your attacks of opportunity for the round to make a single melee attack against it. This attack deals no damage, but may use you attack roll result in place of your ally's Armor Class against that particular attack.
&nbsp;&nbsp;In addition, the bonus on Combat checks granted by your Constant Guardian feat increases to +4.
''[Magic]''
      Description
''Prerequisites:'' Concentration 6 ranks
''Benefit:'' Redirecting an active spell is a swift action for you. You can also dismiss an active spell as a move action.
&nbsp;&nbsp;''[Psionic, Racial]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Elan, Concentration 9 ranks.
&nbsp;&nbsp;''Benefit:'' Once per day @@as an immediate action@@, you can retain your Psionic Focus when using an ability that normally requires you to expend it.
&nbsp;&nbsp;''Special:'' @@Select multiple times, up to once per three Hit Dice above 6.@@
&nbsp;&nbsp;''[Psionic, Racial]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Elan, Elan Retainment, Concentration 15 ranks.
&nbsp;&nbsp;''Benefit:'' You can use the effect of Elan Retainment a number of times per day equal to one-sixth your Hit Dice.
''[Metamagic]''
      Description
''Prerequisites:'' Spellcraft 9 ranks
''Benefit:'' This feat can be used only on spells that deal energy damage. It grants you the following metamagic effects:
<<<
''Amplify Spell:'' Increase the spell's level by 1. The spell deals +1 point of damage per dice.
''Reverberate Spell:'' Requires 12 ranks in Spellcraft. Increase the spell's level by 1. The spell deals +50% energy damage, but this extra damage can be used only to bypass energy resistance or against creatures with energy vulnerability (This extra damage isn't multiplied by 1.5 against such creatures).
<<<
&nbsp;&nbsp;''[Exalted]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Character Level 9th, Smite Evil, 1 Exalted feat
&nbsp;&nbsp;''Benefit:'' When you make a Smite Evil, your weapon is considered Sanctified for purposes of overcoming damage reduction. In addition, you can convert up to 1 point of damage per character level in Sanctified damage.
Description
''Prerequisites:'' Acrobatics 3 ranks, Athletics 3 ranks
''Benefit:'' You reduce the DC for standing without provoking attacks of opportunity by 5 points. Crawl at one-half your Land speed.
&nbsp;&nbsp;''[Combat, Tactical]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, Combat Expertise, Power Attack.
&nbsp;&nbsp;''Benefit:'' When you are engaged in melee against a single enemy, you gain the use of the following maneuvers.
&nbsp;&nbsp;//Decisive Advance:// Once per round, when you strike your enemy in melee with your primary attack, you can activate this ability to gain a free Push attempt against it @@(using either your Combat bonus or your damage roll result, whichever is higher/lower)@@. The attempt doesn't provoke attacks of opportunity. @@+2 with two-handed weapon@@
&nbsp;&nbsp;//Focused Stance:// At the beginning of your turn, you can select a single opponent you can see. Against attacks made by that creature, you gain a +2 Dodge bonus to AC and defensive Combat checks, and a +1 Dodge bonus to Reflex saves. You take a -2 penalty to AC and defensive Combat checks, and a -1 penalty on Reflex saves against all other attacks.
&nbsp;&nbsp;//Devastating Blow:// This maneuver can only be used against an opponent you threaten at the beginning of your turn. As a standard action, make a single melee attack. On a successful hit, you deal double damage and gain a +2 bonus on any critical confirmation roll for the attack.
''[Abyssal Heritage]''
      You can use your abyssal power to mesmerize creatures looking at your eyes.
''Prerequisites:'' Antralith or Abyssal Heritage, one Abyssal Heritage feat
''Benefit:'' By expending one use from your Heritage pool as a standard action, you can attempt to put a creature within 30 feet under the effect of a //Daze Monster// spell for 1 round. Outsiders are immune to this ability. Eyes of the Abyss is a Supernatural ability that requires line of sight to work.
''Special:'' Your Heritage pool has a number of uses equal to the number of Heritage feats you have.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +2, Precise Shot
&nbsp;&nbsp;''Benefit:'' You take only a -1 penalty on ranged attack rolls for each range increment beyond the first. The range increment of thrown weapons increases by one-half.
&nbsp;&nbsp;In addition, the range of your precision-based abilities increases by 5 feet for each point of Base Attack bonus you have (up to +30 feet).
''[Heritage]''
      Description
''Benefit:'' You receive a +1 Racial bonus on X and Y checks. You get a +2 Racial bonus on saves against Charm and Compulsion, and a +2 Racial bonus on saves against Disease?
''Special:'' stuff
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +2, Improved Unarmed Strike
&nbsp;&nbsp;''Benefit:'' When using the full attack action, you can take a -2 penalty on all attack rolls made during your turn to gain an additional primary attack with your unarmed strike. The penalty imposed by this feat is reduced by 1 point for each five points of Base Attack bonus you have.
''[Magic]''
      Description
''Prerequisites:'' Concentration 3 ranks.
''Benefit:'' You gain a +4 bonus on Concentration checks related to spellcasting (including checks made to cast defensively and to avoid losing a spell when taking damage).
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +8, Armor Optimization.
&nbsp;&nbsp;''Benefit:'' When wearing Medium armor, you increase its Armor bonus and Damage Reduction by 1 point each. When wearing Heavy armor for which you are proficient, you increase its Armor bonus by 2 points, and its Damage Reduction by 1. You also reduce the Encumbrance penalty of any armor you wear by 1 point.
&nbsp;&nbsp;The benefits of this feat stack with those of Armor Optimization.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Endurance 15 ranks, Toughness
&nbsp;&nbsp;''Benefit:'' You gain additional hit points equal to three times your Hit Dice. These bonus hit points overlap with those granted by the Toughness feat.
&nbsp;&nbsp;If you have at least 21 ranks in Endurance, you instead gain extra hit points equal to four times your Hit Dice.
&nbsp;&nbsp;''Special:'' A Dwarf needs 3 ranks less than normal to qualify for the secondary benefits.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +10, Zealous Guardian.
&nbsp;&nbsp;''Benefit:'' When you use your Zealous Guardian feat, you still take one-half the damage your ally would take, but it takes no damage. In addtion, you can choose to exchange places with your ally before the attack is resolved, which may allow you to protect it even from area effects.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +10, Dutiful Guardian.
&nbsp;&nbsp;''Benefit:'' When an opponent fails on an attack because of your Dutiful Guardian feat, it also takes a -4 penalty on attack rolls, Combat checks, Initiative checks and Armor Class, and a -2 penalty on Reflex saves until the start of its next turn. Multiple uses of this feat don't stack.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +10, Lethal Guardian.
&nbsp;&nbsp;''Benefit:'' When using the effect of your Lethal Guardian feat, you gain a +2 bonus on the attack roll, @@a +4 bonus on critical confirmation rolls,@@ and deal double damage on a successful hit.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;You are a natural brawler or...
&nbsp;&nbsp;''Benefit:'' You gain a +2 bonus on Combat checks made to perform or resist a combat maneuver.
&nbsp;&nbsp;''Special:'' If you have the Improved Unarmed Attack feat, you can start a grapple, push, overrun or trip attempt without provoking attacks of opportunity.
''[Channeling]''
      Description
''Prerequisites:'' Spiritual Channeling (Energy Burst)
''Benefit:'' When using your Energy Burst special ability, you can choose to affect only a limited number of creatures with it. You can affect a number of creatures equal to one-half your class level, plus your Charisma modifier (minimum 1). All other creatures in the area remain unaffected by the burst.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Improved Combat
&nbsp;&nbsp;''Benefit:'' You receive a +2 bonus on Combat checks made to perform or resist a grapple. You also don't provoke an attack of opportunity when initiating a grapple attempt.
&nbsp;&nbsp;If your Base Attack bonus is at least +4, you can hold a creature you are grappling by taking only a -4 penalty on your Combat check.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Benefit:'' You gain a +4 bonus on Initiative checks.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Improved Combat
&nbsp;&nbsp;''Benefit:'' You receive a +2 bonus on Combat checks made to perform or resist a push or overrun. You also don't provoke an attack of opportunity when initiating a push or overrun attempt.
&nbsp;&nbsp;If your Base Attack bonus is at least +4, you can push a creature up to 10 feet without needing to move with it.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Improved Combat
&nbsp;&nbsp;''Benefit:'' You receive a +2 bonus on Combat checks made to perform or resist a trip. You also don't provoke an attack of opportunity when initiating a trip attempt.
&nbsp;&nbsp;If your Base Attack bonus is at least +4, whenever you trip a creature, you can immediately make a melee attack against it, using the same base attack bonus you used in the trip attempt.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Benefit:'' You can make unarmed attacks normally without provoking attacks of opportunity. In addition, you can choose to deal lethal damage with it. You also can make unarmed attacks of opportunity against creatures within your normal threat range.
&nbsp;&nbsp;If your Base Attack bonus is at least +2, your unarmed strike base damage increases by one step.
''[Heritage]''
      Description
''Benefit:'' You receive a +1 Racial bonus on Deception and Intimidate checks. You get a +1 Racial bonus on saves against Poison, and a +2 Racial bonus on saves against Disease. You also gain Darkvision with a range of 30 feet.
''Special:'' For each two Infernal Heritage feats you have, the bonus granted on Deception and Perception increases by 1 point, to a maximum of +4.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Character Level 5th, Lawful alignment
&nbsp;&nbsp;''Benefit:'' Once per day as a swift action, you can activate this feat effect, which lasts for 5 rounds per character level. During that time, once per round, you may choose to treat a potential d20 result as an 11. This ability takes no action, but you must decide to use it before rolling the d20. You can use this ability a number of times equal to one-half your character level, before it discharges.
&nbsp;&nbsp;While this feat is activated, you gain the Lawful subtype.
&nbsp;&nbsp;''Special:'' If you have a Channeling pool, you can expend 3 uses from it to gain an additional use of this feat.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, [[Constant Guardian|Feat: Constant Guardian]]
&nbsp;&nbsp;''Benefit:'' When a creature you threaten makes a melee attack against one of your allies, you can expend two of your attacks of opportunity for the round to make a single melee attack against it. This attack is resolved before your opponent's attack.
&nbsp;&nbsp;In addition, the bonus on Combat checks granted by your Constant Guardian feat increases to +4.
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Character Level 5th, Supernatural ability to cure hit points (spell, feat or class feature)
&nbsp;&nbsp;''Benefit:'' Once per day as a swift action, you can activate this feat to gain Fast Healing with an amount equal to your character level. This ability lasts a number of rounds equal to one-half your character level. If you fall to negative hit points, you may choose to activate this ability immediately, without taking an action, but you must make the decision right after you take the damage.
&nbsp;&nbsp;As a standard action, you can transfer this ability to one creature with a touch. If you ywant the creature to gain the benefit of the Fast Healing on its next turn, you can choose to not receive the benefit in the turn you transfer the ability. Otherwise, the target creature must wait one round before the ability starts healing it.
&nbsp;&nbsp;''Special:'' If you have a Channeling pool, you can expend 1 use from it to gain an additional use of this feat.
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +4, [[Combat Reflexes|Feat: Combat Reflexes]], [[Spellcraft|Skill: Spellcraft]] 3 ranks
&nbsp;&nbsp;''Benefit:'' Creatures you threaten add your full Base Attack bonus to the DC of Concentration checks made to cast defensively. In addition, if your Base Attack bonus is at least +11, creatures casting spells with a caasting time of 1 swift action or lower provoke attacks of opportunity fromyou unless they make a successful Concentration check (DC 10 + the spell's level + one-half your Base Attack bonus).
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
''[Metamagic]''
      Description
''Prerequisites:'' Spellcraft 9 ranks
''Benefit:'' This feat grants you the two following metamagic effects:
<<<
''Empower Spell:'' Increase the spell's level by 2. All variable, numeric effects of the spell increase by 50%.
''Maximize Spell:'' Requires 12 ranks in Spellcraft. Increase the spell's level by 3. All variable, numeric effects of the spell automatically result on its maximum value.
<<<
''[Metamagic]''
      Description
''Prerequisites:'' Spellcraft 6 ranks
''Benefit:'' This feat grants you the two following metamagic effects:
<<<
''Haste Spell:'' This effect can be used only if the casting time of the spell is a full-round action or longer. Increase the spell's level by 1. The casting time of the spell is reduced by one step.
''Quicken Spell:'' Requires 12 ranks in Spellcraft. Increase the spell's level by 4. The casting time of the spell is reduced by two steps.
<<<
Description
''Prerequisites:'' Base Fortitude bonus +4, Endurance 8 ranks
''Benefit:'' You gain the benefits of the Mettle special ability, but only when making a Fortitude save.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Your extensive training allows you to deliver devastating blows with traditional,heavy melee weapons.
&nbsp;&nbsp;''Prerequisites:'' Base Attack +8, Martial weapon proficiency, Power Attack.
&nbsp;&nbsp;''Benefit:'' When wielding a one-handed or two-handed melee weapon, increase its damage by 1 step if its original critical value is either 19×2 or 20×3. If the weapon's original critical value is 20×2, increase its damage by 2 steps. You can't use this feat effect on weapons with the Finesse or Off-hand special property.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Dex 13 or Base Attack +2
&nbsp;&nbsp;''Benefit:'' You gain a +4 Dodge bonus to Armor Class, but only against attacks of opportunity provoked by moving.
''[Combat]''
      Description
''Prerequisites:'' Str 13, Base Attack +2
''Benefit:'' You don't take the usual -2 penalty on attack rolls when using unusually heavy weapons (such as a Bastard Sword or a War Axe) in one hand. In addition, the amount of effort you need to use a weapon larger than usual doesn't increase, but you still take a -2 penalty on attack rolls made with such weapons.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +4, Weapon Finesse, Weapon Focus (Polearms)
&nbsp;&nbsp;''Benefit:'' Simple polearms you wield gain the Finesse property.
&nbsp;&nbsp;''Special:'' If you have the Monkey Grip feat, you also grant the Finesse property to Martial polearms you wield.
''[Combat]''
      You can defend yourself while using two weapons.
''Prerequisites:'' Dex 13 or Base Attack +2
''Benefit:'' When wielding a weapon in each hand (including a buckler, but not shields), you gain a +1 Parry bonus to your Armor Class. If you fight defensively or use the total defense action, the bonus granted by this feat increases to +2.
&nbsp;&nbsp;''[Combat, Tactical]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, Combat Expertise, Combat Reflexes
&nbsp;&nbsp;''Benefit:'' You gain the use of the following tactical maneuvers:
<<<
&nbsp;&nbsp;''Avoid Flanking:'' At the beginning of your turn, you can take a -2 penalty on attack rolls to designate a creature 
&nbsp;&nbsp;''Sweep Attack:'' As a standard action, or when making a primary attack as part of a full attack, you can use this ability to attack two creatures at the same time. Both creatures must be adjacent to one another. You make an attack roll for each creature, using the same modifiers, with a -4 penalty. You can target as many adjacent creatures as you like with this maneuver, as long as the penalty doesn't exceed your Base Attack bonus.
&nbsp;&nbsp;''Whirlwind Attack:'' As a full-round action, you may make a single melee attack against each creature you threaten, up to a maximum of one attack per two points of Base Attack bonus. All attacks are considered the same for purposes of feats like Power Attack and similar effects.
<<<
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Dex 17, Base Attack +8, Precise Shot.
&nbsp;&nbsp;''Benefit:'' When making a ranged weapon attack within Precision range, increase the weapon's damage by one step.
''[Combat]''
      Description
''Prerequisites:'' Str 13 or Base Attack +2
''Benefit:'' Before making a melee attack with a one-handed, two-handed or natural weapon, or with an unarmed strike, you can take a penalty on the attack roll no greater than your Base Attack bonus. If the attack hits, you gain a bonus on the damage roll equal to the number subtracted from the attack roll. If you are using a two-handed weapon, or a one-handed weapon in two hands, you instead add twice the number subtracted from the attack roll.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +4, Power Attack
&nbsp;&nbsp;''Benefit:'' Once per round when making a primary attack with a two-handed melee weapon, you gain a bonus on the damage roll equal to one-half your Base Attack bonus. You must declare you are using this feat before making the attack roll.
&nbsp;&nbsp;''Special:'' Creatures with a single primary natural weapon may use this feat with it, but only if such weapon is used for the primary attack.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Benefit:'' When making a ranged attack against a target within 30 feet, you gain a +1 bonus on the attack roll and deal 1 point of precision-based damage.
&nbsp;&nbsp;You also reduce the penalties for shooting into melee by an amount equal to your Base Attack bonus.
&nbsp;&nbsp;''Special:'' If you have the ability to deal precision-based damage at a range greater than 30 feet, you can use this feat first effect at the maximum range allowed.
''[Abyssal Heritage]''
      Description
''Prerequisites:'' Antralith or Abyssal Heritage, one Abyssal Heritage feat
''Benefit:'' You gain an amount of floating +1 Insight bonuses equal to one-half the number of Heritage feats you have. You can add these bonuses to either your Attack rolls, Combat checks, Armor Class, one kind of Saving Throws, or in checks with a single skill. In addition, as a swift action, you can gain a single Insight bonus on one of those categories equal to one-half the number of Abyssal Heritage feats that you have. This bonus lasts for one round and after that, you lose the effect of this feat for 10 minutes.
''[Abyssal Heritage]''
      Description
''Prerequisites:'' Antralith or Abyssal Heritage, Chaotic alignment
''Benefit:'' Your natural weapons, as well as any weapon you wield, are treated as Chaotic-aligned for purposes of overcoming Damage Reduction. You also deal an extra 1d6 points of damage against creatures with the Lawful subtype (as with an Anarchic Strike weapon).
''Special:'' For every four Abyssal Heritage feats you have, you deal an extra 1d6 points of damage against creatures with the Lawful subtype.
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Character Level 5th
&nbsp;&nbsp;''Benefit:'' Once per day as a swift action, you can activate this feat, which lasts for 1 round per character level. You emit an aura with a range of 30 feet that grants a +2 Sacred bonus to AC to all your allies. This bonus increases by 2 points at 10th level and every five levels thereafter.
&nbsp;&nbsp;You can increase the power of this feat by concentrating. While doing so, you can't take any other action aside moving up to one-half your speed in a round, but you gain several benefits: Allied creatures within the aura gain DR/— equal to one-half your character level, and Energy Resistance equal to twice your character level. In addtion, the aura acts as a Magic Circle that keeps at bay any hostile creature unless it makes a successful Charisma-based Level check against a DC equal to 11 + your character level + your Charisma modifier. However, as long as you concentrate, each round counts as two for purposes of determining the remaining duration of this feat.
&nbsp;&nbsp;''Special:'' If you have a Channeling pool, you can expend 3 uses from it to gain an additional use of this feat.
&nbsp;&nbsp;''[Psionic, Racial]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Elan, 6 Hit Dice.
&nbsp;&nbsp;''Benefit:'' When using your Psychic Resilience ability, you negates an amount of damage equal to four times the number of Psionic points you expend. In addition, you can activate the ability even when Off-guard, negating only twice the number of points expended.
&nbsp;&nbsp;''[Psionic, Racial]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Elan, 6 Hit Dice.
&nbsp;&nbsp;''Benefit:'' When using your Psychic Ward ability, you can expend 1 additional Psionic point per three Hit Dice to increase your Resistance bonus on the saving throw by 1 point. In addition, you can also use the ability to gain a Deflection bonus to Armor Class against a single attack.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Dex 13 or Base Attack +2, Precise Shot
&nbsp;&nbsp;''Benefit:'' When performing a full attack, you can make an extra attack with a ranged weapon, but you take a -2 penalty on all attacks you make during your turn. @@Reduce penalty?@@
''[Abyssal Heritage]''
      Description
''Prerequisites:'' Antralith or Abyssal Heritage, Primordial Scion
''Benefit:'' When you fail an attack roll, or a Fortitude or Will save, you can expend one use from your Heritage pool as a free action to activate this feat. You gain a +1 Morale bonus on attack rolls, as well as on Fortitude and Will saves. This bonus increase by 1 point for each attack roll, Fortitude or Will save you fail, until you succesfully make one of those checks (or when a number of rounds equal to one-half the number of Heritage feats you have has passed). For each failed attack roll, Fortitude save or Will save, you take a -1 penalty to Armor Class, Reflex saves and Combat checks, which lasts until the end of the round in which the bonuses are lost. Reckless Fury of Chaos is an Extraordinary ability.
''Special:'' Your Heritage pool has a number of uses equal to the number of Heritage feats you have.
''[Metamagic]''
      Description
''Prerequisites:'' Spellcraft 6 ranks
''Benefit:'' This feat grants you the following three metamagic effects:
<<<
''Overcharge Spell:'' Increase the spell's level by 1. The spell no longer requires a noncostly focus (including a Spiritual focus), or its material component cost is reduced by 1,000 gp.
''Silence Spell:'' Increase the spell's level by 1. The spell no longer requires a verbal component.
''Still Spell:'' Increase the spell's level by 1. The spell no longer requires a somatic component.
<<<
&nbsp;&nbsp;''[Exalted, Loyalty]''
&nbsp;&nbsp;By swearing allegiance to one of the Tome Archons who rule the Seven Heavens, you gain power to act on their behalf.
&nbsp;&nbsp;''Prerequisites:'' Character Level 6th
&nbsp;&nbsp;''Benefit:'' Once per day, when rolling a d20, you may activate this feat to gain an Exalted bonus on the check equal to 2 + one-half your character level. Activating this feat requires no action.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Shield proficiency
&nbsp;&nbsp;''Benefit:'' While using a shield you are proficient with, increase its bonus to Armor Class by 1 point. In addition, you add your shield's bonus to AC on rolls and checks made to resist a Disarm, Feint or Sunder attempt.
&nbsp;&nbsp;If your Base Attack bonus is at least +7, you instead increase its bonus to AC by 2 points, and its bonus on Reflex saves against Bursts (if any) by 1 point. 
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Shield Focus.
&nbsp;&nbsp;''Benefit:'' When using a shield you are proficient with, you add its Shield bonus to AC on all defensive Combat checks.
&nbsp;&nbsp;If you are fighting defensively and using a shield, you don't take the standard penalty on attack rolls while making an attack of opportunity. If you use the total defense action with a shield, you retain your threatened area and can make attacks of opportunity at -4 penalty.
Description
''Prerequisites:'' Selected Skill  ranks
''Benefit:'' Select one simple skill or one subskill from a complex skill. You gain a +3 bonus on checks from that skill. This bonus increases by 1 point by each 6 ranks you have above 3, to a maximum total bonus of +6.
''[Magic]''
      Description
''Benefit:'' Select a magic school or a spell descriptor. The DC for spells of that type increases by 1 point. If your Base Caster Level is at least 7th, the DC of such spells increases by 1 additional point.
''[Magic]''
      Description
''Prerequisites:'' Caster Level 1st
''Benefit:'' You gain a +2 bonus on spell penetration checks.
''[Magic]''
      Description
''Prerequisites:'' Caster level 9th, Spell Penetration
''Benefit:'' You gain a +4 bonus on spell penetration checks. This bonus overlaps with the one granted by the Spell Penetration feat.
&nbsp;&nbsp;''[Channeling]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Spiritual Channeling
&nbsp;&nbsp;''Benefit:'' When casting a spell, you can apply a metamagic effect you know by expending a number of Spiritual Channeling uses equal to 1 + the metamagic's spell level increase as a move action. Applying a metamagic feat in this way doesn't increase the spell's effective level or its casting time. The spell's virtual level (its effective level plus the Metamagic level increase), cannot exceed the maximum spell level you can cast + 2.
&nbsp;&nbsp;''[Channeling]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Cha 13, Spiritual Channeling
&nbsp;&nbsp;''Benefit:'' When casting a spell, you can expend a Spiritual Channeling use as a swift action to attempt to increase its effective caster level. Make a Charisma check. You increase the spell's effective caster level by 1 point for each four points the check exceeds DC 6, up to a maximum bonus of +4.
''[Combat]''
      Description
''Prerequisites:'' Base Attack +4, Mobility
''Benefit:'' As a full-round action, you can move up to your speed and make a single attack at any point of your move. While moving, you don't provoke attacks of opportunity from the target of your attack, unless it Base Attack bonus is at least four points higher than your own. You can't use this feat against a creature that threatens you at the beginning of your turn.
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Sleight of Hand 3 ranks
&nbsp;&nbsp;''Benefit:'' You don't provoke attacks of oportunity when activating single-use items (like applying poison or oils to a weapon, drinking potions and so on). You also gain a +4 Dodge bonus to AC against attacks of opportunity provoked by picking up an item, or retrieving a stored item.
&nbsp;&nbsp;If you have at least 9 ranks in Sleight of Hand, you can activate single-use items as a move action.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Endurance 3 ranks
&nbsp;&nbsp;''Benefit:'' You gain additional hit points equal to your Hit Dice.
&nbsp;&nbsp;If you have at least 9 ranks in Endurance, you instead gain extra hit points equal to twice your Hit Dice.
&nbsp;&nbsp;''Special:'' A Dwarf needs 3 ranks less than normal to qualify for the secondary benefits.
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Character Level 5th
&nbsp;&nbsp;''Benefit:'' Once per day as a swift action, you can activate this feat effect, which lasts for 5 rounds per character level. During that time, once per round, you may move up to your speed as a swift action. While moving, you provoke attacks of opportunity, but you gain a +4 Dodge bonus against such attacks. You can use this ability a number of time equal to your character level, before it discharges.
&nbsp;&nbsp;''Special:'' If you have a Channeling pool, you can expend 2 uses from it to gain an additional use of this feat.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, ~Off-Hand Parry, ~Two-Weapon Fighting
&nbsp;&nbsp;''Benefit:'' The Parry bonus granted by the ~Off-Hand Parry feat increases to +2, and to +4 when fighting defensively or using the total defense action.
&nbsp;&nbsp;In addition, you gain a +4 bonus to resist disarm or sunder attempts while wielding two weapons.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, Combat Expertise, ~Two-Weapon Fighting
&nbsp;&nbsp;''Benefit:'' When making a Feint attempt while wielding two weapons, you reduce the usual attack penalties by 2 points.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Dex 15 or Base Attack +4
&nbsp;&nbsp;''Benefit:'' You take only a -2 penalty on attack rolls when fighting with two weapons (or a -4 penalty if you are not using a light weapon in your off-hand).
&nbsp;&nbsp;If your Base Attack Bonus is +6, whenever you make a full attack, you can make a secondary attack with the weapon in your off-hand at -5 penalty.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, Improved Initiative.
&nbsp;&nbsp;''Benefit:'' stuff
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Knowledge (The Planes) 6 ranks, Use Magic 3 ranks
&nbsp;&nbsp;''Benefit:'' You gain a +4 Enhancement bonus on Stealth checks you make while in shadowy illumination or darkness.
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Character Level 5th, Any 2 Combat feats
&nbsp;&nbsp;''Benefit:'' As a swift action, you can activate this ability, which lasts for 1 round per character level. You gain a +2 Sacred bonus to either Armor Class, attack rolls or Combat checks (your choice). This bonus increases by 2 points at 10th level and every five levels thereafter. In addition, once per round as a swift action, you can change the bonus this feat grants (from AC to attacks or Combat checks, and so on).
&nbsp;&nbsp;''Special:'' If you have a Channeling pool, you can expend 3 uses from it to gain an additional use of this feat.
&nbsp;&nbsp;''[Combat, Critical]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack Bonus +6.
&nbsp;&nbsp;''Benefit:'' When you score a critical hit, your opponent takes a penalty to Dexterity equal to your Base Attack bonus (maximum 10) until the start of its next turn.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Weapon proficiency (chosen group).
&nbsp;&nbsp;''Benefit:'' Select a Weapon Group. You gain a +1 bonus on attack rolls made with those weapons. If your Base Attack bonus is at least +7, you the bonus from this feat increases to +2. 
&nbsp;&nbsp;@@In addition, if your Base Attack bonus is at least +7, you add a +1 bonus to the DC of any special attacks or abilities that directly involve the use of your weapon (including the DC for casting defensively or tumbling through your space).@@
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, Weapon Focus
&nbsp;&nbsp;''Benefit:'' Select a Weapon Group for which you have Weapon Focus. You gain a +2 bonus on weapon damage rolls made with those weapons. This bonus increases to +4 if your Base Attack bonus is at least +12.
''[Magic]''
      Description
''Prerequisites:'' Int 10, Knowledge (Arcana) 1 rank, Spellcraft 1 rank
''Benefit:'' You gain the ability to understand arcane scriptures as well as access to two 0-level spell slots, which can be used to cast Wizard spells. Your caster level for those spells is equal to one-half your character level (minimum 1st, and maximum 5th). You can cast those spells a total number of times per day equal to 3 + your Intelligence bonus. You can also activate spell trigger items usable by wizards.
''[Magic]''
      Description
''Prerequisites:'' Int 11, [[Wizardry Study|Feat: Wizardry Study]]
''Benefit:'' You receive one spell slot that can be used to prepare and cast 1st-level Wizard spells, plus bonus slots due to a high Intelligence score. In addition, you gain an additional 0-level spell slot and the ability to cast such spells at will. Your caster level for these spells is equal to one-half your character level (maximum 10th). You can also activate spell completion items usable by wizards.
&nbsp;&nbsp;''[Combat]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +6, [[Constant Guardian|Feat: Constant Guardian]]
&nbsp;&nbsp;''Benefit:'' When an adjacent ally is struck by a physical attack, you can use an immediate action to take one-half of the damage your ally would take. Additionally, you may choose to exchange places with your ally, assuming both can legally occupy the other's space. This feat can't be used against area attacks.
&nbsp;&nbsp;In addition, the bonus on Combat checks granted by your Constant Guardian feat increases to +4.
Etceteris
*[[General|Feats: .General]]
*[[Heritage|Feats: Heritage]]
*[[Combat|Feats: Combat]]
**[[Tactical|Feats: Combat, Tactical]]
*[[Magic|Feats: Magic]]
**[[Metamagic|Feats: Metamagic]]
**[[Magecraft|Feats: Magecraft]]
*[[Devotion|Feats: Devotion]]
*[[Channeling|Feats: Channeling]]
|!Feat |!Prerequisites |!Benefit |
|[[Alertness|Feat: Alertness]]|Perception 3 ranks|Grants various benefits related to perception and initiative|
|[[Dash|Feat: Dash]]|Athletics 3 ranks|Allows improved movement options|
|[[Expert Acrobat|Feat: Expert Acrobat]]|Acrobatics 6 ranks,<br>Athletics 3 ranks||
|[[Heroic Resolve|Feat: Heroic Resolve]]|Character Level 6th|Gain +4 Heroic bonus against Mental effects.|
|[[Mettle of Fortitude|Feat: Mettle of Fortitude]]|Base Fortitude +4,<br>Endurance 6 ranks|Gain Mettle ability on Fortitude saves|
|[[Skill Focus|Feat: Skill Focus]]|Selected Skill 3 ranks|Gain bonus on a single skill.|
|&nbsp;&nbsp;[[Skill Mastery|Feat: Skill Mastery]]|Skill Focus (Selected Skill),<br>Selected Skill 12 ranks|Always take 10 on a single skill.|
|[[Swift Manipulation|Feat: Swift Manipulation]]|Sleight of Hand 3 ranks||
The Channel Divinity feature of Paladins and other classes count as Spiritual Channelin for the purposes of Channeling feats.
|!Feat |!Prerequisites |!Benefit |
|[[Improved Energy Burst|Feat: Improved Energy Burst]]|Spiritual Channeling (Energy Burst)||
|[[Spiritual Metamagic|Feat: Spiritual Metamagic]]|Spiritual Channeling||
|[[Spiritual Spell Power|Feat: Spiritual Spell Power]]|Cha 13, Spiritual Channeling||
|[[Swift Energy Burst|Feat: Swift Energy Burst]]|Spiritual Channeling (Energy Burst)||
!!General
|!Feat |!Prerequisites |!Benefit |
|[[Armor Optimization|Feat: Armor Optimization]] |Medium armor proficiency, Base Attack +4||
|&nbsp;&nbsp;[[Greater Armor Optimization|Feat: Greater Armor Optimization]] |Base Attack +8, Armor Optimization||
|[[Armor Proficiency (Medium)|Feat: Armor Proficiency (Medium)]] |——||
|&nbsp;&nbsp;[[Armor Proficiency (Heavy)|Feat: Armor Proficiency (Heavy)]] |Medium armor proficiency||
|[[Battle-Hardened|Feat: Battle-Hardened]]|Base Attack +4||
|[[Battle Spirit|Feat: Battle Spirit]]<br>&nbsp;|Wis or Cha 13, Base Attack +6, <br>Concentration 6 ranks||
|&nbsp;&nbsp;[[Battle Meditation|Feat: Battle Meditation]]|Ki pool, Concentration 9 ranks|Concentrate to gain temporary uses of Ki pool|
|[[Blind Fighting|Feat: Blind Fighting]]|Wis 13 or Base Attack +2||
|[[Canny Strike|Feat: Canny Strike]]|Int 13, Base Attack +2|Add Intelligence bonus to melee damage.|
|[[Combat Expertise|Feat: Combat Expertise]]|Int 13 or Base Attack +2|Reduce attack bonus to increase Armor Class.|
|&nbsp;&nbsp;[[Canny Defense|Feat: Canny Defense]]|Int 15, Base Attack +6, Combat Expertise, Dodge|Add Intelligence bonus to AC.|
|&nbsp;&nbsp;[[Combat Advantage|Feat: Combat Advantage]]|Int 15, Base Attack +6, Combat Expertise|Gain bonus on attack rolls when fighting defensively.|
|&nbsp;&nbsp;[[???|Feat: ???]]||Ignore Combat Expertise penalty on some attacks of opportunity|
|&nbsp;&nbsp;[[???|Feat: ???]]||Reduce Precision damage by Combat Expertise penalty|
|&nbsp;&nbsp;[[Improved Disarm|Feat: Improved Disarm]]|||
|&nbsp;&nbsp;[[Improved Feint|Feat: Improved Feint]]|||
|[[Combat Reflexes|Feat: Combat Reflexes]]|||
|&nbsp;&nbsp;[[Mage Slayer|Feat: Mage Slayer]]|||
|[[Constant Guardian|Feat: Constant Guardian]]|Base Attack +1||
|&nbsp;&nbsp;[[Dutiful Guardian|Feat: Dutiful Guardian]]|Base Attack +6, Constant Guardian||
|&nbsp;&nbsp;&nbsp;&nbsp;[[Guardian's Rebuke|Feat: Guardian's Rebuke]]|Base Attack +10, Dutiful Guardian||
|&nbsp;&nbsp;[[Lethal Guardian|Feat: Lethal Guardian]]|Base Attack +6, Constant Guardian||
|&nbsp;&nbsp;&nbsp;&nbsp;[[Guardian's Revenge|Feat: Guardian's Revenge]]|Base Attack +10, Lethal Guardian||
|&nbsp;&nbsp;[[Zealous Guardian|Feat: Zealous Guardian]]|Base Attack +6, Constant Guardian||
|&nbsp;&nbsp;&nbsp;&nbsp;[[Guardian's Block|Feat: Guardian Guardian's Block]]|Base Attack +10, Zealous Guardian||
|[[Crossbow Specialist|Feat: Crossbow Specialist]]|Weapon Focus (Crossbows)||
|[[Dodge|Feat: Dodge]]|Dex 13 or Base Attack +2||
|[[Improved Combat|Feat: Improved Combat]]|——||
|&nbsp;&nbsp;[[Improved Grapple|Feat: Improved Grapple]]|Improved Combat||
|&nbsp;&nbsp;[[Improved Push|Feat: Improved Push]]|Improved Combat||
|&nbsp;&nbsp;[[Improved Trip|Feat: Improved Trip]]|Improved Combat||
|[[Improved Initiative|Feat: Improved Initiative]]|——||
|&nbsp;&nbsp;[[Insightful Defense|Feat: Insightful Defense]]|Wis 15, Base Attack +6|Add Wisdom bonus to AC.|
|&nbsp;&nbsp;[[Uncanny Dodge|Feat: Uncanny Dodge]]|Base Attack +6, Improved Initiative||
|[[Improved Unarmed Strike|Feat: Improved Unarmed Strike]] |——||
|&nbsp;&nbsp;[[Crushing Blow|Feat: Crushing Blow]]|Base Attack +2, Improved Unarmed Strike|Take penalty on attack to increase unarmed damage.|
|&nbsp;&nbsp;[[Flurry of Blows|Feat: Flurry of Blows]]|Base Attack +2, Improved Unarmed Strike|Take penalty to make additional unarmed attack.|
|[[Insightful Attack|Feat: Insightful Attack]]|Wis 15, Base Attack +6, Perception 9 ranks|Gain Wisdom bonus on melee attack rolls.|
|[[Mobility|Feat: Mobility]]|Dex 13 or Base Attack +2||
|&nbsp;&nbsp;[[Spring Attack|Feat: Spring Attack]]|Base Attack +4, Mobility||
|[[Monkey Grip|Feat: Monkey Grip]]|Str 13, Base Attack +2||
|[[Off-Hand Parry|Feat: Off-Hand Parry]]|Dex 13 or Base Attack +2||
|[[Power Attack|Feat: Power Attack]]|Str 13 or Base Attack +2||
|&nbsp;&nbsp;[[All-or-Nothing Attack|Feat: All-or-Nothing Attack]]|Base Attack +4, Power Attack|Take penalty on melee attack to improve your critical range.|
|&nbsp;&nbsp;[[Improved Power Attack|Feat: Improved Power Attack]]|Str 19, Base Attack +14, Power Attack||
|&nbsp;&nbsp;[[Improved Sunder|Feat: Improved Sunder]]|||
|&nbsp;&nbsp;[[Mighty Swing|Feat: Mighty Swing]]|Base Attack +8, Power Attack||
|&nbsp;&nbsp;[[Power Blow|Feat: Power Blow]]|Base Attack +4, Power Attack|Gain additional damage on your primary attack when using two-handed melee weapon.|
|&nbsp;&nbsp;[[Power Grip|Feat: Power Grip]]|Str 19, Base Attack +11, Power Attack, Monkey Grip, Potency 12 ranks|Add twice you Strength bonus when using two-handed melee weapons.|
|[[Precise Shot|Feat: Precise Shot]]|——||
|&nbsp;&nbsp;[[Far Shot|Feat: Far Shot]]|Base Attack +2, Precise Shot||
|&nbsp;&nbsp;[[Rapid Shot|Feat: Rapid Shot]]|Dex 13 or Base Attack +2, Precise Shot||
|[[Shield Focus|Feat: Shield Focus]]|Shield proficiency||
|&nbsp;&nbsp;[[Shield Ward|Feat: Shield Ward]]|Shield Focus||
|[[Toughness|Feat: Toughness]]|Endurance 3 ranks|Gain additional hit points|
|&nbsp;&nbsp;[[Diehard|Feat: Diehard]]|Endurance 9 ranks, Toughness||
|&nbsp;&nbsp;&nbsp;&nbsp;[[Ferocity|Feat: Ferocity]]|Endurance 21 ranks, Diehard, Greater Toughness||
|&nbsp;&nbsp;[[Greater Toughness|Feat: Greater Toughness]]|Endurance 15 ranks, Toughness||
|[[Two-Weapon Fighting|Feat: Two-Weapon Fighting]]|Dex 15 or Base Attack +4||
|&nbsp;&nbsp;[[Two-Weapon Defense|Feat: Two-Weapon Defense]]<br>&nbsp;|Base Attack +6, ~Off-Hand Parry,<br>~Two-Weapon Fighting||
|&nbsp;&nbsp;[[Two-Weapon Feint|Feat: Two-Weapon Feint]]<br>&nbsp;|Base Attack +6, Combat Expertise,<br>~Two-Weapon Fighting||
|[[Weapon Finesse|Feat: Weapon Finesse]]|——||
|&nbsp;&nbsp;[[Nimble Spear|Feat: Nimble Spear]]<br>&nbsp;|Base Attack +4, Weapon Finesse, <br>Weapon Focus (Polearms)|Grant the Finesse property to Polearms.|
|[[Weapon Focus|Feat: Weapon Focus]]|Weapon proficiency||
|&nbsp;&nbsp;[[Weapon Specialization|Feat: Weapon Specialization]]|Base Attack +6, Weapon Focus||
Etceteris
|!Feat |!Prerequisites |!Benefit |
|[[Offensive Bulwark|Feat: Offensive Bulwark]]|Base Attack +6, Combat Expertise,<br>Combat Reflexes, Dodge|Fight with multiple opponents more effectively.|
|[[Expert Duelist|Feat: Expert Duelist]]|Base Attack +6, Combat Expertise,<br>Power Attack|Gain special abilities when fighting a single opponent.|
Spell-like abilities, CL equal to HD, DC 10 + 1/2 HD + Cha
Can be selected multiple times, gaining an extra use each time
|!Feat |!Prerequisites |!Benefit |
|[[Destruction Devotion|Feat: Destruction Devotion]]|Character Level 5th||
|[[Law Devotion|Feat: Law Devotion]]|Character Level 5th, Lawful alignment||
|[[Life Devotion|Feat: Life Devotion]]|Character Level 5th, Ability to heal using positive energy||
|[[Protection Devotion|Feat: Protection Devotion]]|Character Level 5th||
|[[Travel Devotion|Feat: Travel Devotion]]|Character Level 5th||
|[[War Devotion|Feat: War Devotion]]|Character Level 5th||
|!Feat |!Prerequisites |!Benefit |
|[[Abyssal Heritage|Feat: Abyssal Heritage]]|~Non-Lawful alignment||
|&nbsp;&nbsp;[[Chaotic Influence|Feat: Chaotic Influence]]|||
|&nbsp;&nbsp;[[Claws of the Demon|Feat: Claws of the Demon]]|||
|&nbsp;&nbsp;[[Demonic Skin|Feat: Demonic Skin]]|||
|&nbsp;&nbsp;[[Eyes of the Abyss|Feat: Eyes of the Abyss]]|||
|&nbsp;&nbsp;[[Precognitive Visions|Feat: Precognitive Visions]]|||
|&nbsp;&nbsp;[[Primordial Scion|Feat: Primordial Scion]]|||
|&nbsp;&nbsp;[[Reckless Fury of Chaos|Feat: Reckless Fury of Chaos]]|||
|[[Celestial Heritage|Feat: Celestial Heritage]]|——||
|[[Fey Heritage|Feat: Fey Heritage]]|——||
|[[Infernal Heritage|Feat: Infernal Heritage]]|——||
Countersong, Fascinate, Spellbreaker, Suggestion, Mass Suggestion, Song of Freedom, Captivating Melody (~CMag)
''Pathfinder'' - Distraction, Dirge of Doom, Soothing Performance, Frightening Tune
Etceteris
|!Feat |!Prerequisites |!Benefit |
|[[Craft Contingent Spell|Feat: Craft Contingent Spell]]<br>&nbsp;|Caster Level 11th, <br>Craft Incomplete Spell||
|[[Craft Distilled Spell|Feat: Craft Distilled Spell]]|Caster Level 3rd||
|[[Craft Incomplete Spell|Feat: Craft Incomplete Spell]]|Caster Level 1st||
|&nbsp;&nbsp;[[Craft Spell Container|Feat: Craft Spell Container]]<br>&nbsp;|Caster Level 5th, <br>Craft Incomplete Spell||
|&nbsp;&nbsp;&nbsp;&nbsp;[[Craft Greater Spell Container|Feat: Craft Spell Container, Greater]]&nbsp;<br>&nbsp;|Caster Level 11th, <br>Craft Spell Container||
|[[Craft Wondrous Item|Feat: Craft Wondrous Item]]|Caster Level 3rd||
|&nbsp;&nbsp;[[Craft Construct|Feat: Craft Construct]]<br>&nbsp;|Caster Level 9th, <br>Craft Wondrous Item||
|&nbsp;&nbsp;[[Craft Greater Wondrous Item|Feat: Craft Wondrous Item, Greater]]<br>&nbsp;|Caster Level 11th, <br>Craft Wondrous Item||
|&nbsp;&nbsp;[[Craft Magic Weapons and Armor|Feat: Craft Magic Weapons and Armor]]<br>&nbsp;|Caster Level 5th, <br>Craft Wondrous Item||
|!Feat |!Prerequisites |!Benefit |
|[[Arcane Mastery|Feat: Arcane Mastery]]|Caster Level 5th||
|[[Augment Healing|Feat: Augment Healing]]|Heal 6 ranks||
|[[Efficient Spellcaster|Feat: Efficient Spellcaster]]|Concentration 6 ranks||
|[[Focused Casting|Feat: Focused Casting]]|Concentration 3 ranks||
|[[Spell Focus|Feat: Spell Focus]]|——||
|[[Spell Penetration|Feat: Spell Penetration]]|Caster Level 1st||
|&nbsp;&nbsp;[[Greater Spell Penetration|Feat: Spell Penetration, Greater]]|Caster Level 9th, Spell Penetration||
|[[Wizardry Study|Feat: Wizardry Study]]|Int 10, Knowledge (Arcana) 1 rank,<br>Spellcraft 1 rank||
|[[Wizardry Training|Feat: Wizardry Training]]|Int 11, Wizardry Study||
|!Feat |!Prerequisites |!Benefit |
|[[Energy Amplification|Feat: Energy Amplification]]|||
|[[Metamagic Power|Feat: Metamagic Power]]|||
|[[Metamagic Speed|Feat: Metamagic Speed]]|||
|[[Remove Component|Feat: Remove Component]]|||
{{{
Ejemplo de cómo progresar los spells de daño, más o menos. 
Se ha tomado como base la familia de Fireball.
}}}
''1st-Level''
*[[Burning Sphere|Spell: Burning Sphere]] - p
*[[Flame Bomb, Lesser|Spell: Flame Bomb, Lesser]] - 
''2nd-Level''
*[[Fireball, Lesser|Spell: Fireball, Lesser]] - 
*[[Fireburst|Spell: Fireburst]] - 
*[[Flame Bomb|Spell: Flame Bomb]] - 
*[[Flaming Sphere|Spell: Flaming Sphere]] - p
''3rd-Level''
*[[Fireball|Spell: Fireball]] - 
*[[Flames|Spell: Flames]] - 
''4th-Level''
*[[Flame Bomb, Greater|Spell: Flame Bomb, Greater]] - 
*[[Flaming Sphere, Greater|Spell: Flaming Sphere, Greater]] - p
''5th-Level''
*[[Fireburst, Greater|Spell: Fireburst, Greater]] - 
*[[Fire Stars|Spell: Fire Stars]] - AKA Firebrand (SpC), Nerfed
''6th-Level''
*[[Fireball, Greater|Spell: Fireball, Greater]] - 
*[[Flames, Greater|Spell: Flames, Greater]] - AKA Lingering Flames (CMg), Boosted
''7th-Level''
*[[Flaming Sphere, Supreme|Spell: Flaming Sphere, Supreme]] - p
*[[Meteor Swarm|Spell: Meteor Swarm]] - p
''8th-Level''
*[[Fireburst, Supreme|Spell: Fireburst, Supreme]] - p
*[[Flames, Supreme|Spell: Flames, Supreme]] - p
''9th-Level''
*[[Fireball, Supreme|Spell: Fireball, Supreme]] - p
*[[Meteor Swarm, Greater|Spell: Meteor Swarm, Greater]] - p Boosted
''10th-Level''
*[[Hellball|Spell: Hellball]] - p
El Darkfire ("Firiat" en élfico) es una sustancia mística creada por una cábala de elfos grises liderada por Linora Moonfire. Resultado de la fusión de magia arcana con rituales espirituales, su principal propiedad consiste en acelerar el movimiento interno de los objetos que toca, provocando un aumento drástico e inmediato en su temperatura. Las flamas negras que conforman ésta sustancia son vistas como tenuemente luminosas por criaturas sensibles al espectro ultravioleta (como elfos y dragones).

Usuarios conocidos de Darkfire:
*Linora Lafiat
*Eirmah Lafiat/Firiat
*Spira Firiat
*[[Almera Firiat]]

Etcetera

!!Locaciones Notables
;Palacio de las Arenas Silentes
:Es en éste antiguo templo donde los hechiceros de la tribu Xellum vencieran y aprisionaran al gigante [[Tzegar]] y su ejército de abominaciones. El palacio está resguardado por la magia ilusoria de los Djinni, y por el desierto mismo. Las barreras levantadas por los genios treinta siglos atrás, previenen el escape de Tzegar o cualquiera de sus súbditos. 

''Haaqi'' (Antiguo Leptyneo: "Autoridad") es el término que designa a un conjunto de habilidades extraordinarias usadas por algunos individuos mortales. En términos generales, el Haaqi consiste en la capacidad de un ser vivo de proyectar su voluntad hacia el mundo exterior y como resultado, modificarlo.
!!!Peldaños
Para su estudio, el Haaqi suele dividirse en seis niveles o "peldaños". Ésta clasificación no es lineal, ya que no es raro encontrar individuos capaces de emplear habilidades de alto nivel, pero sin conocimiento de aquellas de menor rango. Sin embargo, un ser capaz de emplear todos los peldaños es indudablemente más poderoso que uno con habilidades parcialmente desarroladas.
;''Ambición''
&nbsp;&nbsp;Se refiere al estado durmiente del Haaqi. Se ha postulado que todos los mortales poseen la capacidad de despertar el Haaqi, dadas las circunstancias idóneas —por lo general, eventos de gran presión emocional— o mediante entrenamiento especializado. Más que un poder verdadero, la "Ambición" es el potencial que cada individuo posee para superarse a sí mismo.
;''Temple''
&nbsp;&nbsp;Por razones desconocidas, una pequeña parte de la población mortal nace con una capacidad natural para superar sus propios límites. En ése limitado segmento, existen individuos con una fuerza de voluntad que excede con creces la de sus pares. "Temple" es la capacidad de afrontar cualquier dificultad sin darse por vencido, ignorando incluso la razón o el instinto de supervivencia. Ésta suele ser la primera habilidad que desarrollan aquellos que han despertado el Haaqi.
;''Conciencia''
&nbsp;&nbsp;Una pequeña cantidad de individuos desarrolla una capacidad sensorial que sobrepasa el mero instinto o los sentidos mundanos. La "Conciencia" varía de persona a persona; Algunos usuarios del Haaqi pueden detectar la emociones de las criaturas cercanas, mientras que otros son capaces de percibir eventos a kilómetros de distancia. Para alguien versado en el uso del Haaqi, los disfraces y el sigilo son inútiles, pues es capaz de percibir la mente y espíritu de sus adversarios.
;[[Presencia|Haaqi: Presencia]]
&nbsp;&nbsp;Aquellos que han abierto su mente y entrenado su espíritu pueden llegar a despertar el cuarto peldaño del Haaqi. Un mortal poseedor de "Presencia" puede expandir su fuerza de voluntad fuera de su mundo interior para alcanzar a otros seres con ella, e influenciarlos según su antojo. Títulos y honores mundanos son irrelevantes para alguien dotado de éste poder, pues sólo aquellos con verdadera convicción pueden resistir sus embates. El que blande éste poder puede forjar el destino que realmente ansía.
;[[Autoridad|Haaqi: Autoridad]]
&nbsp;&nbsp;El más alto y deseado peldaño del Haaqi, reservado sólo a aquellos que se han superado a sí mismos en numerosas ocasiones. Se trata de la capacidad de ir más allá de las posibilidades observables. Un ser dotado de "Autoridad" puede enfrentar y superar dificultades que ningún mortal es capaz, pues su voluntad es tan fuerte que la realidad misma se dobla a su alrededor. Mientras disponga del impulso de seguir adelante, un individuo con ésta habilidad no puede ser derrotado.
;[[Supremacía|Haaqi: Supremacía]]
&nbsp;&nbsp;Sugerido en algunos textos antiguos, aunque jamás observado, el último peldaño del Haaqi va más allá de lo mortal —e incluso por encima de lo divino, según algunas versiones—. Un ser dotado de "Supremacía" es capaz de materializar sus deseos empleando sólo su fuerza de voluntad, se trata de un ente que //transciende// la existencia misma. Tiempo y espacio, materia y energía, magia y conocimiento, incluso la vida y la muerte son irrelevantes para un Trascendental.
&nbsp;&nbsp;''Apprentice Art (Infusion) [Heat]'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Saving Throw:'' Reflex negates (see text).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;If a Water Wave affected by this art hits its target's Touch AC, it deals 1 point of Heat damage per damage dice. In addition, a creature struck by the Water Wave must make a Reflex save or take 1d8 points of Heat damage at the beginning of its turn.
&nbsp;&nbsp;''Apprentice Art (Infusion)'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Saving Throw:'' Fortitude negates.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;When used against an energy-based creature (Undead, Deathless or Elemental), a Water Wave affected by this art deals +50% base damage. In addition, it deals full damage to incorporeal creatures.
&nbsp;&nbsp;''Action:'' Swift.
&nbsp;&nbsp;''Duration:'' 1 min/level.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;One of the user's arms is sheated in flowing water, granting it a primary Slam attack with a base damage equal to its Water Wave ability and a critical value of 20×2. The arm used with this art remains useless for the duration of the effect, which can be dismissed as a free action in the user's turn.
&nbsp;&nbsp;''Initiate Art (Infusion)'' 
&nbsp;&nbsp;''Action:'' — (Special).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;A Water Wave enhanced by this art requires only a touch attack to hit and deals Acid damage, but its base damage is decreased by 1 step.
&nbsp;&nbsp;''Apprentice Art'' 
&nbsp;&nbsp;''Action:'' Full-round.
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels).
&nbsp;&nbsp;''Effect:'' Medium Construct.
&nbsp;&nbsp;''Duration:'' 1 round/level.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Creates a water Construct-type creature with the statistics and abilities of a Medium Water Elemental, except that its Hit Dice its equal to the user's class level and has no mental ability scores. The construct acts on the user's turn, and needs line of effect to the user, or dissapears. Only one Wavespirit can be present at a single time. If a new one is created, the original dissapears.
&nbsp;&nbsp;''Initiate Art (Infusion)'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Duration:'' 1 round.
&nbsp;&nbsp;''Saving Throw:'' Reflex negates (see text).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;A Water Wave enhanced by this art deals 2 points of Cold damage per dice. In addition, any creature struck by it must make a Reflex save or become...
&nbsp;&nbsp;''Apprentice Art (Infusion) [Cold]'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Saving Throw:'' Fortitude negates (see text).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;If a Water Wave affected by this art hits its target's Touch AC, it deals 1 point of Cold damage per damage dice. Creatures struck by the Water Wave must make a Fortitude save or take a -2 penalty to Strength and Dexterity for 1 round.
&nbsp;&nbsp;''Apprentice Art (Healing) [Lifeforce]'' 
&nbsp;&nbsp;''Action:'' Standard.
&nbsp;&nbsp;''Range:'' Touch.
&nbsp;&nbsp;''Target:'' 1 living creature.
&nbsp;&nbsp;''Saving Throw:'' Fortitude negates (Harmless).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This art heals 1d8 points of damage, plus 1d8 per two class levels above 1st (maximum 3d8). The healing provided by Healing Hands can't restore a creature's hit points above one-half its total amount.
&nbsp;&nbsp;''Initiate Art (Infusion)'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Target:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Effect:'' 
&nbsp;&nbsp;''Duration:'' 
&nbsp;&nbsp;''Saving Throw:'' 

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect 
&nbsp;&nbsp;Effect 
&nbsp;&nbsp;''Apprentice Art'' 
&nbsp;&nbsp;''Action:'' Full-round.
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level).
&nbsp;&nbsp;''Effect:'' 60-ft Radius Disc Cloud.
&nbsp;&nbsp;''Duration:'' 1 min/level (D)

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This art creates a gathering of heavy clouds, which start pouring rain at the beginning of the user's following turn. Creatures within the afected area take a -4 penalty to Perception checks, and treat creatures and objects within 20 feet as having concealment. The rain obscures vision beyond 20 feet, imposes a -8 penalty on Perception (Listen) checks, and also imposes a -4 penalty to ranged attacks.
&nbsp;&nbsp;Despite being a supernatural ability, Rain Dance can be cancelled by //Dispel Magic// and similar effects. The water conjured by this art remains for a number of rounds equal to the user's class level, and then evaporates into nothing.
&nbsp;&nbsp;''Apprentice Art''
&nbsp;&nbsp;''Action:'' Immediate.
&nbsp;&nbsp;''Range:'' Personal.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Grants the user cover against a single attack, and blocks an amount of damage equal to its class level (twice its class level against area effects. This art blocks twice as much Cold damage as normal. 
&nbsp;&nbsp;''Apprentice Art (Form)'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Duration:'' 1 round/level.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;A Water Wave enhanced by this art grants the user a +4 Shield bonus to AC and the Lesser Fortification special quality. These benefits persist as long as the user doesn't apply a Wave Form art to its Water Wave.
&nbsp;&nbsp;''Apprentice Art (Form)'' 
&nbsp;&nbsp;''Action:'' — (Special).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Allows the user to make a Trip, Push or Grapple attempt against a creature struck by its Water Wave. It uses its class level and its Wisdom modifier in the check. On a successful Grapple attempt, the user must mantain concentration in order to continue the Grapple.
&nbsp;&nbsp;''Apprentice Art (Form)'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Range:'' See text.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This art transforms the Water Wave into a ranged touch attack and increases its range by half, but reduces its base damage by one step.
&nbsp;&nbsp;''Initiate Art (Form)'' 
&nbsp;&nbsp;''Action:'' — (Special).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;When this art is applied to a Water Wave, the user can move towards its target up to its Control Range in a straight line as part of the attack, effectively gaining a Fly speed (Perfect) for the attack. Whether the attack hits or not, the target creature is subject to an Overrun attempt, using the user class level, Wisdom modifier and size modifier, with a +4 bonus. On a successful Overrun, the user may continue moving up to the maximum distance allowed by the art. If this art is used underwater, the maximum distance is increased by one-half.
&nbsp;&nbsp;''Initiate Art (Form)'' 
&nbsp;&nbsp;''Action:'' — (Special).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;A Water Wave enhanced with this art has a base critical range of 19×2. 
&nbsp;&nbsp;''Initiate Art (Form)'' 
&nbsp;&nbsp;''Action:'' — (Special).
&nbsp;&nbsp;''Duration:'' 1 round/2 levels.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Any creature struck by a Water Wave enhanced by this art is subject to a Grapple attempt, using the user's class level and Wisdom modifier, with a +4 bonus on the check. On a success, the creature remains grappled until the effect ends, or the grapple is broken.
&nbsp;&nbsp;''Apprentice Art'' 
&nbsp;&nbsp;''Action:'' Standard.
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels).
&nbsp;&nbsp;''Effect:'' 20-ft Radius Cloud.
&nbsp;&nbsp;''Duration:'' 1 round/level (D).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This art creates a body of cloud similar to a //Fog Cloud// spell, except that the user can use a move action (equivalent to redirecting the effect) to move the effect a distance equal to one-half its Control Range.
&nbsp;&nbsp;''[[Harr|Artifact Weapon: Spear of the Tidal Avatar]]'' (Genio: //"Marea"//) es uno de los [[Avatares Elementales]] creados durante la Era de los Dioses. Segundo.
!!!Historia
&nbsp;&nbsp;[[Louc la Viajera]]. Líder de la Tribu Ola.
&nbsp;&nbsp;
!!!Poderes
&nbsp;&nbsp;
&nbsp;&nbsp;
*[[Basic Rules]]
**[[Characters|Rules: Characters]]
**[[Conditions|Rules: Conditions]]
**[[Injury and Death|Rules: Injury and Death]]
*[[Races]]
**[[Templates|Races: Templates]]
*[[Classes]]
**[[Prestige|Classes: Prestige]]
*[[Feats]]
*[[Skills]]
**[[Tricks|Skills: Tricks]]
*[[Attributes]]
*[[Equipment]]
El cetro del legendario héroe [[Ilgevid|Desdenius Ilgevid]].
<<importTiddlers>>
Etceteris

''Información General''
*[[Cosmología]]
*[[Magia]]
''Mundos''
*[[Krintana]]
''Campañas''
*[[El Rey que Sueña|Campaña: El Rey que Sueña]] ([[El Ojo de Búfalo]], [[Los Errantes]])
&nbsp;&nbsp;''Intermediate (Shape)''
&nbsp;&nbsp;''Class:'' Warlock.
&nbsp;&nbsp;''Casting Time:'' — (Special).

&nbsp;&nbsp;When applied to an //Eldritch Blast// this invocation allows the cast to make multiple attacks with it as a full-round action. Instead of making a single attack, the caster makes one secondary attack per three caster levels (maximum 5). The use of this invocation reduces the damage of the //Eldritch Blast// by one step, and halves its range. When //Eldritch Barrage// is used, the caster is prevented from using Blast Shape invocations until the end of its next turn.
&nbsp;&nbsp;''Least (Shape)''
&nbsp;&nbsp;''Class:'' Warlock.
&nbsp;&nbsp;''Casting Time:'' — (Special).
&nbsp;&nbsp;''Duration:'' 1 round/2 levels.

&nbsp;&nbsp;When applied, this invocation grants the caster a Deflection bonus to AC equal to 2 + 1/3 its caster level. This bonus is cancelled if the caster uses another Blast Shape while //Eldritch Screen// remains in effect.
&nbsp;&nbsp;''Least (Shape)''
&nbsp;&nbsp;''Class:'' Warlock.
&nbsp;&nbsp;''Casting Time:'' — (Special).

&nbsp;&nbsp;When applied to an //Eldritch Blast// this invocation multiplies its range by 4.
&nbsp;&nbsp;''Special:'' A Warlock with both //Eldritch Spear// and Intermediate Invocations doubles the base range of its //Eldritch Blast//.
&nbsp;&nbsp;''Least''
&nbsp;&nbsp;''Class:'' Warlock.
&nbsp;&nbsp;''Casting Time:'' 1 move action.
&nbsp;&nbsp;''Range:'' Personal.

&nbsp;&nbsp;The caster receives an Insight bonus on the attack roll of the next invocation (which must be used before the end of its turn). The bonus is equal 1 plus to one-third its caster level (maximum +6).
&nbsp;&nbsp;''Special:'' If the caster is able to use Lesser invocations, it may cast //Mystic Guidance// as a swift action.
&nbsp;&nbsp;''Least''
&nbsp;&nbsp;''Class:'' Warlock.
&nbsp;&nbsp;''Casting Time:'' 1 move action.
&nbsp;&nbsp;''Range:'' Personal.

&nbsp;&nbsp;The DC for the caster's next invocation, if used before the end of its turn, increases by 1 point.
&nbsp;&nbsp;''Special:'' If the caster can use Lesser invocations, the DC of its next invocation increases by 2 points instead.
&nbsp;&nbsp;''Least''
&nbsp;&nbsp;''Class:'' Warlock.
&nbsp;&nbsp;''Casting Time:'' 1 move action.
&nbsp;&nbsp;''Range:'' Personal.

&nbsp;&nbsp;
&nbsp;&nbsp;''Special:'' A caster with access to Lesser invocations can use //Mystic Providence// as a swift action.
|>|!Istarak Elsiar|
|''Especie''|Elfo Gris|
|''Género''|Masculino|
|''Nacimiento''|451 del Mago|
|''Ocupación''|Arcanista, Soldado, Gobernante|
|''Afiliaciones''|[[Belegriar]]|
&nbsp;&nbsp;''Istarak Elsiar'' (Alias "El Glaciar") es un legendario mago y estadista elfo, que ha permanecido al frente de los [[Palacios Boreales]] por más de doscientos años. 
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Descripción
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Historia
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Poderes y Habilidades
&nbsp;&nbsp;
&nbsp;&nbsp;
&nbsp;&nbsp;''[[Jheii|Artifact Weapon: Gauntlets of the Seismic Avatar]]'' (Genio: //"Terremoto"//) es uno de los [[Avatares Elementales]] creados durante la Era de los Dioses. Primero.
!!!Historia
&nbsp;&nbsp;[[Dartaburak]] el Escultor. Líder de la Tribu Piedra.
&nbsp;&nbsp;
!!!Poderes
&nbsp;&nbsp;
&nbsp;&nbsp;
Uno de los más antiguos y poderosos rituales en existencia, el Juramento Único, al ser pronunciado por una criatura de noble corazón y devota a los preceptos de [[La Ley|Ley Orani]], otorga poderes divinos, bajo la condición de que estos sean empleados para salvaguardar la justicia, inspirar la virtud, y combatir la maldad en todas sus formas.

!!!El Juramento
Aunque existen incontables modos de pronunciar el juramento, la más común de todas (conocida como //Votos de la Vieja Guardia//) se reproduce a continuación:
://Un caballero jura Valor.
Su corazón sólo conoce la Virtud.
Su espada defiende a los indefensos.
Su fuerza sostiene a los afijidos.
Su palabra solo habla Verdad.
Su ira deshace la maldad.//
|>|!Katton|
|''Especie''|Mestizo ~Humano-Orco|
|''Género''|Masculino|
|''Nacimiento''|??? del Mago|
|''Ocupación''|Criminal, Pirata|
|''Afiliaciones''|[[Piratas del Cabrío Sangrante]]|
&nbsp;&nbsp;''Katton el Emperador Plateado'' es un enigmático personaje en la historia del [[Lauremia]]. Saltaría a la fama durante el 731 de El Mago, al comandar una guerra abierta contra los elfos de [[Netheliar]], al mando de su legión de piratas.
!!!Descripción
&nbsp;&nbsp;El único retrato conocido de Katton —comisionado por el Clan Vyrretia cuando éste se hallaba en la cima de su poder— lo representa como una figura de imponente talla y poderosa presencia. Aparece ataviado con una armadura completa confeccionada con piel de tiburón teñida de negro, y una ancha capa color rojo oscuro. Aunque es poco probable que Katton vistiese así todo el tiempo, ya que los testimonios recopilados lo describen llevando ropa menos estorbosa durante las batallas, se sabe que era bastante alto, y que nunca se le vio sin su corona —una especie de tiara fabricada con los cuernos de un cabrío— y una voluminosa espada de guerra.
&nbsp;&nbsp;La imponente presencia física del mestizo sólo era eclipsada por su capacidad de mando. Como líder, Katton es descrito como capaz y experimentado. Estableció entre los indisciplinados bucaneros de las Islas Erebur una organización férrea y claramente definida, basada en los méritos individuales y un reparto equitativo de los botines. En los archivos élficos, se le atribuye a Katton la capacidad de inspirar valor en sus aliados y terror en sus enemigos con su mera presencia.
!!!Historia Temprana
&nbsp;&nbsp;El pasado de Katton es poco conocido, con su primera aparición documentada en un afiche de recompensa de [[Paso de Ercobia]], bajo los cargos de asalto y asesinato. Su nombre no figura como prisionero en los registros de la [[Iglesia Axiómica]], por lo que Katton probablemente lograría evadir la captura hasta reaparecer más tarde en una carta del [[Comodoro Tilbar|Guedro Tilbar]] dirigida a sus superiores, donde se le menciona como uno de los capitanes piratas operando en las aguas de Calatria.
&nbsp;&nbsp;Durante la purga de bucaneros efectuada en el 719 por la flota calatriense, el Cabrío Sangrante —nave insignia de Katton— se topa con una escuadrilla de buques de guerra. Sin viento favorable para una retirada, el mestizo ordena combatir a los perseguidores. Gracias  a su amplia capacidad táctica, el pirata logra destruir uno de los barcos enemigos, pero es finalmente derrotado y su barco zozobra ante los hechizos de los magos de a bordo calatrienses. Al no hallar su cadáver, el capitán de la flotilla lo da por muerto y se retira del lugar. Katton sobrevive, sin embargo, y flota a la deriva durante varias semanas antes de ser rescatado por un pesquero y llevado a [[WXYZ|Isla WXYZ]], isla propiedad del [[Clan Vyrretia]].
!!!Emperador de Erebur
!!!Retorno a Krintana
!!!Poderes y Habilidades
''Khurabob'' (Élfico: "Sangre Impura") es un proyecto de hibridación iniciado por los Drow en el 835 de El Mago. 
!!!Realización
&nbsp;&nbsp;Los Ashavariek, casa reinante de la ciudad subterránea de Tolgenderria, bajo el comando de su matriarca [[Leshaka, la Favorecida|Leshaka Ashavariek]], inician el Khurabob en un intento por conseguir el dominio del [[Haaqi]], mediante la creación de una casta de mestizos humanos a las órdenes de las grandes familias.
&nbsp;&nbsp;Empleando a [[Silfer Raltzein]] (quién recibiría una gran fortuna por sus servicios) a modo de semental, la matriarca "recluta" numerosas damas de la nobleza menor de la ciudad y las forza a servir como madres de los niños. Dichas mujeres serían ejecutadas poco después del parto (debido a la herejía que constituye, bajo la ley de Lolth, el mezclarse con otras especies), con una sacerdotisa fiel a Leshaka tomando el rol de madre sustituta en los infantes.
!!!Resultados
&nbsp;&nbsp;Once de los mestizos nacen vivos, y al pasar los años son entrenados para servir como asesinos, mensajeros y espías para la casa reinante. Los niños, según su orden de nacimiento, son:
*''Bobpatt Innho:'' Mujer. 
*''Bobgald Feesh:'' Varón. 
*''Bobdyl Ahnn:'' Mujer. Poseedora del Haaqi. 
*''Bobdeh Niiro:'' Mujer. 
*''Bobzin Klerr:'' Varón. 
*''Bobbat Rhoz:'' Varón. Poseedor del Haaqi. 
*''[[Bobmar Lhey]]:'' Varón. Poseedor del Haaqi. Sobrevive a la purga del 842 y se convierte en aventurero. Fundador y líder de [[El Ojo de Búfalo]].
*''Bobbaf Ett:'' Mujer. Poseedora del Haaqi. 
*''Bobzem Eckis:'' Varón. 
*''Bobden Verr:'' Varón. 
*''Boblah Zarr:'' Varón. 
&nbsp;&nbsp;Pese a convertirse varios de ellos en combatientes feroces y hábiles, sólo cuatro de ellos desarrollan el ansiado Haaqi: Bobdyl Ahnn, Bobbat Rhoz, Bobmar Lhey and Bobbaf Ett.
&nbsp;&nbsp;
|>|!Kilua|
|''Especie''|Dracónido Humano (Negro)|
|''Género''|Masculino|
|''Nacimiento''|??? del Mago|
|''Ocupación''|Aventurero|
|''Afiliaciones''|[[El Ojo de Búfalo]], [[Los Reguladores]]|
''Kilua Rikufeno'' (Alias "Ala Mortal")
Krintana es el segundo planeta de la estrella Aolifar.
* [[Calendario|Krintana: Calendario]]
!!Continentes
*[[Lauremia]]
*[[Trinea]]
*[[Brozia]]
El año de Krintana tiene poco más de 362 días, los cuales se dividen en doce "Lunas" de treinta días cada una, con la existencia además de dos jornadas individuales llamadas "Días Solares", cada una correspondiente a un solsticio.
**//Inicio del Año (Equinoccio de Primavera)//
*''Luna de las Bestias''
*''Luna del Viento''
*''Luna del Sabio''
**//Sol de Verano//
*''Luna de los Espíritus''
*''Luna de Lluvia''
*''Luna del Obispo''
**//Mitad del Año (Equinoccio de Otoño)//
*''Luna de las Cosechas''
*''Luna del Fuego''
*''Luna del Rey''
**//Sol de Invierno//
*''Luna de los Muertos''
*''Luna del Sueño''
*''Luna del Profeta''
Cada tres años se agrega un día adicional al calendario durante el equinoccio de otoño, el cual es llamado "Día de la Luz". Cada veintiún años, se agrega un día extra al inicio del año, que recibe el título de "Día del Dragón"
"La zarpa que abre las olas", en dracónico antiguo. Éste arte marcial tiene sus raíces alrededor del año ??? de los Dioses.

![[Principios Secretos|Rules: Kumatricz]]
Existen cuatro principios secretos en el Kumatricz:
!!!Trance Dracónico
!!!Rugido del Dragón Celestial
!!!Tormenta del Dragón Marítimo
!!!Explosión del Dragón Estelar
Etceteris
*[[Regiones|Lauremia: Regiones]]
*[[Organizaciones|Lauremia: Organizaciones]]
Etceteris
!!!Escuelas Mágicas
*...
!!!Órdenes Guerreras
*[[Orden de Tihria]]
*[[Orden de Furozenth]]
El continente de [[Lauremia]] se divide en siete regiones principales.
;[[Planicies de Lugaria|Lauremia: Lugaria]]
:Estepas
;[[Páramo de los Reyes|Lauremia: Páramo de los Reyes]]
:Grandes reinos humanos. 
**[[Ulduma]]
**[[Netti]]
;[[Península de Ópalo|Lauremia: Península de Ópalo]]
:Casas nobles.
;[[Arimbe|Lauremia: Arimbe]]
:Sabana, ocupada por Pantures.
;[[Gumbar|Lauremia: Gumbar]]
:Desiertos, regidos por el Sultán Azul.
Etceteris
!!!Nonlegacy Information
&nbsp;&nbsp;''Description:'' Masterwork Circlet
&nbsp;&nbsp;''Omen:'' When worn, Gohl seamlessly merges with your body, appearing as a pair of silver, curved antlers attached to your cranium. While using it, you gain a +2 bonus on Intimidate checks.
!!!History
!!!Requirements
&nbsp;&nbsp;''Ability Scores:'' Charisma 15.
&nbsp;&nbsp;''Special Abilities:'' Haaqi Blast.
&nbsp;&nbsp;''Feats:'' Force of Personality.
&nbsp;&nbsp;''Skills:'' Intimidate 9 ranks or Willpower 9 ranks.
!!!Legacy Rituals
!!!Legacy Item Abilities
|!Level |!Abilities |
|''6th''|Circlet of Charisma +2|
|''7th''|——|
|''8th''|Crushing Glare|
|''9th''|——|
|''10th''|Aura of the Monarch|
|''11th''|Circlet of Charisma +4, Break Magic|
|''12th''|——|
|''13th''|Magic Resistance|
|''14th''|——|
|''15th''|——|
|''16th''|Circlet of Charisma +6, Supress Magic|
|''17th''|——|
|''18th''|Authority|
|''19th''|——|
|''20th''|???|
|''21st''|Circlet of Charisma +8, Reject Magic|
&nbsp;&nbsp;''Crushing Glare (Ex):'' The wearer gains the ability to use Haaqi Blast or Haaqi Smite as a swift action, but only once every 1d4+1 rounds.
&nbsp;&nbsp;''Aura of the Monarch (Ex):'' This ability activates whenever the wearer uses a Haaqi ability during its turn. It has a range of 20 feet and lasts for 1 round. Opponents within the aura take a -2 penalty on attack rolls and combat checks made against the wearer, and a -2 penalty on saves against Morale effects. Creatures with more Hit Dice than the wearer are immune to this ability.
&nbsp;&nbsp;''Break Magic (Ex):'' As a standard action, the wearer can expend 2 uses from its Haaqi reserve to attempt to cancel an ongoing magical effect. The wearer must make a Charisma level check (DC 15 + caster level for spells, DC 20 + effective level for supernatural abilities) in order to destroy the effect.
&nbsp;&nbsp;''Magic Resistance (Ex):'' The wearer gains Spell Resistance 14 + its Hit Dice, and a +2 bonus on saves against spell effects. However, its base caster level for all spells and spell-like abilities is reduced by 8. The wearer can activate or dismiss this ability at will as a swift action.
&nbsp;&nbsp;''Supress Magic (Ex):'' Cancel spellcasting
&nbsp;&nbsp;''Authority (Ex):'' The wearer becomes immune to Charm and Compulsion effects. It gains DR/Haaqi equal to its Hit Dice against Mental effects, and gains a +8 bonus on saves against Phantasms and Patterns.
&nbsp;&nbsp;''??? (Ex):'' 
&nbsp;&nbsp;''Reject Magic (Ex):'' Aura
&nbsp;&nbsp;'' ():'' 
&nbsp;&nbsp;'' ():'' 
//Altair// is a beautiful greatsword made from a unusual alloy of steel and mithral. The polished blade shines like silver when the light touches it. White silk wraps the sword’s grip, and it has a red rune (“Guardian”) inscribed in the star-shaped guard. Numerous rubies are engraved in both the guard and the pommel of the weapon.
!!Nonlegacy Information
&nbsp;&nbsp;''Description:'' //+1 Everbright Greatsword// (+1 Enhancement; 4,500 gp)
&nbsp;&nbsp;''Omen:'' If you are good, you gain temporary hit points equal to one-half your character level each time you reduce a creature with the Evil subtype to 0 hit points or less. Hit points granted by this effect last for 1 round per character level.
!!History
&nbsp;&nbsp;Also known as White Star, Altair serves as signature weapon and symbol of office for the White Boh, regent lord of the Ulduman princedom of Tihria. The blade has been passed down from one lord to the next for many generations. It’s probably the most famous among the regal insignias of the Ulduman nation. ''(History DC 20)''
&nbsp;&nbsp;In the 6th year of The Mage, the White Boh offered the then nameless blade as a knighthood present to Gerik, his older son. Twenty three years later, Gerik named the sword on the very night before the armies of Sirgana assaulted the tihrian capital. It was Lord Gerik who led the mounted assault against the sirganian golems and forced the invaders to retreat. ''(History DC 30; Honor in the Line)''
&nbsp;&nbsp;The most famed wielder of Altair is probably Doric the Wise. The youngest knight to ever receive the title of White Boh, Doric first test as a regent lord was to confront the insurrection of his fellow knight, Tharan. Doric became legend after he offered his own sword, Altair, to his rival before their duel for the title of Boh. Upon grasping the White Star, Tharan realized he wasn’t worthy of wielding it, and declined in favor of Doric. ''(History DC 35; Rite of Reconciliation)''
&nbsp;&nbsp;Altair was forged in the sacred demiplane of Celestia. In the beginning, it was an unremarkable weapon, just another magic blade among the thousands stored in the Radiant Arsenal of Yetsira. The blade was eventually given to a young tyrian knight named Kalen, who marched along her fellow soldiers into the dreaded Battle of the Red Sky. Altair’s first mortal owner died in combat when she rushed to defend her wounded lord, the White Boh against the attacks of the infernal duke [[Mahan, The Heart-Eater|Mahan the Heart-Eater]]. Despite the enormous difference in power, Kalen managed to hold her ground against the devil long enough to see reinforcements arrive. ''(History DC 45; Valor Beyond Duty)''
&nbsp;&nbsp;… ''(History DC 60; ???)''
!!Requirements
&nbsp;&nbsp;''Base Attack:'' +6.
&nbsp;&nbsp;''Class Features:'' Divine Grace.
&nbsp;&nbsp;''Feats:'' Law Devotion, Power Attack.
&nbsp;&nbsp;''Special:'' Must have been anointed as a White Knight of Tihria.
!!Legacy Rituals
&nbsp;&nbsp;''Honor in the Line (Lesser):'' You must take part on the defense of a settlement or otherwise protect the innocent from danger. You are required to personally defeat enemies with a combined CR equal to four times your character level.
&nbsp;&nbsp;''Rite of Reconciliation (Intermediate):'' Following the example of Doric, you must settle a dispute without resorting to armed force. To complete this ritual, you must overcome a threat with an EL at least equal to your character level without using violence or trickery.
&nbsp;&nbsp;''Valor Beyond Duty (Greater):'' To fulfill this ritual, you must face a threat with an Encounter Level at least equal to your character level + 3 in combat, without external help. Though you don’t need to defeat your enemies, you must resist for at least 5 rounds of combat.
&nbsp;&nbsp;''??? (Epic):'' …
!!Legacy Item Abilities
|!Level |!Abilities |
|''6th''|//+1 Everbright Holy Greatsword//, Legacy Power|
|''7th''|——|
|''8th''|//+2 Everbright Holy Greatsword//|
|''9th''|——|
|''10th''|Battle Calling|
|''11th''|//+3 Everbright Holy Greatsword//, Blade Benediction|
|''12th''|Celestial Mantle|
|''13th''|——|
|''14th''|//+4 Everbright Holy Greatsword//|
|''15th''|@@Holy Aura 1/day@@|
|''16th''|//+4 Everbright Holy Strike Greatsword//, Blade Sanctification|
|''17th''|//+5 Everbright Holy Strike Greatsword//|
|''18th''|Glorious Recovery|
|''19th''|Call to Glory|
|''20th''|//+6 Everbright Holy Strike Greatsword//, Holy Bastion @@1/day@@|
|''21st''|Sword of the Saints|
&nbsp;&nbsp;''Legacy Power (Su):'' Upon awakening the Legacy within Altair, you gain access to a special reserve of mystical energy. Your Legacy pool has a number of uses equal to one-half your character level plus your Charisma modifier (minimum 0). If you have a Channeling pool, you don't add your Charisma bonus to your Legacy pool, but you can expend uses from the Channeling pool to activate the special abilities granted by Altair. As a free action during your turn, you can expend one use from your Legacy pool to increase the Enhancement bonus of the weapon by 2 points for 1 round.
&nbsp;&nbsp;''Battle Calling (Su):'' As a swift action, the wielder of Altair can expend 1 use from its Legacy pool to grant all allies within 60 feet a +2 Morale bonus on Attack rolls, Combat checks and weapon damage rolls, as well as on saves against Morale effects. These bonuses last for 1 round, plus 1 additional round per five class levels.
&nbsp;&nbsp;''Blade Benediction (Sp):'' The wielder of Altair can expend 4 uses from its Legacy pool to activate this ability. For 1 round per character level, the weapon gains both the Potent and Holy Strike special abilities. It also gains a +2 Legacy bonus on rolls made to confirm a critical hit against creatures with the Evil subtype. This ability can be used multiple times per day, but each time after the first, the cost to activate it increases by 2.
&nbsp;&nbsp;''Celestial Mantle (Sp):'' By expending 1 use from its Legacy pool, the wielder can cast //Visage of the Deity// on itself.
&nbsp;&nbsp;@@''Holy Aura (Sp):'' Once per day, the wielder can expend 1 use from its Legacy pool to cast //Holy Aura// on itself as a swift action. The caster level is equal to its character level. The save DC is 22 or 18 + its Cha modifier.@@
&nbsp;&nbsp;''Blade Sanctification (Sp):'' When the Blade Benediction power is activated, Altair gains the Mighty special property, its Legacy bonus to confirm critical hits increases to +4, and grants its wielder DR 2/—. In addition, the duration of such power increases to 1 minute per character level.
&nbsp;&nbsp;''Glorious Recovery (Su):'' @@Once per day,@@ the wielder of Altair can expend 4 uses from its Legacy pool as a standard action to instantly cure itself up to 150 hit points.
&nbsp;&nbsp;''Call to Glory (Su):'' When using Battle Calling, the Morale bonus granted by the ability increases to +4, and all affected creatures gain immunity to adverse Morale effects.
&nbsp;&nbsp;''Holy Bastion (Sp):'' @@Once per day@@ as an immediate action, the wielder of Altair can expend four uses of its Legacy pool to summon an almost inexpugnable barrier around itself. The barrier can be as big as a 10-ft radius, and is centered on the wielder. It blocks 10 points of damage per character level before collapsing, and lasts until the beginning of the wielder’s next turn.
&nbsp;&nbsp;''Sword of the Saints (Sp):'' The duration of the Blade Benediction special ability increases to 10 minutes per character level. In addition, when Blade Benediction is in effect, the wielder can expend 4 uses from its Legacy pool to have Altair gain the following effects: @@(Awesome powers)@@. This ability lasts for one round per two character levels.
Etceteris
!!!Nonlegacy Information
&nbsp;&nbsp;''Description:'' +1 Composite Longbow (+1 Strength rating).
&nbsp;&nbsp;''Omen:'' While holding the weapon, its wielder gains a +2 bonus on Perception (Spot) checks. In addition, if you use a standard action to make a single ranged attack with Perzius, you gain a +2 Insight bonus on the critical confirmation roll for that attack.
!!!History
!!!Requirements
&nbsp;&nbsp;''Base Attack:'' +6
&nbsp;&nbsp;''Proficiencies:'' Martial weapons (Bows).
&nbsp;&nbsp;''Class Features:'' Any Precision attack.
&nbsp;&nbsp;''Feats:'' Weapon Focus (Bows), [[Precise Shot|Feat: Precise Shot]], [[Far Shot|Feat: Far Shot]].
&nbsp;&nbsp;''Skills:'' Perception 9 ranks.
!!!Legacy Rituals
!!!Legacy Item Abilities
|!Level |!Abilities |
|''6th''|//+1 Distance Composite Longbow//, Legacy Power|
|''7th''|//+2 Distance Composite Longbow//|
|''8th''|Sniper's Shot|
|''9th''|——|
|''10th''|//+2 Distance @@Screaming/Keen@@ Composite Longbow//|
|''11th''|//+3 Distance @@Screaming/Keen@@ Composite Longbow//, Death Vision|
|''12th''|——|
|''13th''|//+4 Distance @@Screaming/Keen@@ Composite Longbow//|
|''14th''||
|''15th''||
|''16th''|..., Killer Instict|
|''17th''||
|''18th''||
|''19th''||
|''20th''||
|''21st''|..., King of Snipers|
&nbsp;&nbsp;''Legacy Power (Su):'' Upon awakening the Legacy within Perzius, you gain access to a special reserve of mystical energy. Your Legacy pool has a number of uses equal to one-half your character level plus your Charisma modifier (minimum 0). As a free action during your turn, you can expend one use from your Legacy pool to increase the Enhancement bonus of the weapon by 2 points for 1 round.
&nbsp;&nbsp;''Sniper's Shot (Su):'' By expending 1 Legacy point as a swift action, the wielder can use [[Sniper's Shot|Spell: Sniper's Shot]]. This effect applies only on attacks made with Perzius.
&nbsp;&nbsp;''Death Vision (Sp):'' The wielder can activate this ability by expending 4 uses from its Legacy pool. For 1 minute per character level, the weapon gains the Seeking special ability, increases its critical range by 1 against Off-guard creatures and grants a +30 Insight bonus on Precision range. The wielder also gains a +2 Dodge bonus to Armor Class against ranged attacks.
&nbsp;&nbsp;'' ():'' 
&nbsp;&nbsp;'' ():'' 
Cuerpo de inteligencia de Ulduma. Se considera un organismo independiente, ligado pero no subordinado a la autoridad de los Boh.
Secretamente bajo el mandato de Raizzekondalixha, gran wyrm púrpura, hasta poco antes del 843 de El Mago.
/***
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Version:''|1.1.0|
|''Date:''|mar 17, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#LoadRemoteFileHijack|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.LoadRemoteFileThroughProxy = {
 major: 1, minor: 1, revision: 0, 
 date: new Date("mar 17, 2007"), 
 source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};

if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};

bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
{
 if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){ 
 url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
 }
 return bidix.core.loadRemoteFile(url,callback,params);
}
//}}}
''Loghius'' (//Persona con Dones//) es el nombre que reciben aquellos mortales que han sido sometidos al efecto del [[Ritual de la Infinitud]]. Todos los Loghius son también miembros de la sociedad secreta [[Kozia Paraloghi]].
!!!Loghius Definitivos
Según su orden de conversión:
*[[Bufanda Roja]]
*[[Lah, El Alba|Lah]]
*[[Altima, El Auge|Altima Ikaraki]]
*[[Dorsian, El Óbito|Dorsian Callidac]]
*[[Taltimus, La Esencia|Lorentz Taltimus]]
*[[Zyvoki, La Penumbra|Zyvoki]]
*[[Ataru, El Impulso|Ataru Palegar]]
*[[Calgari, La Voluntad|Calgari Devouxihar]]
*[[Olvia, La Sapiencia|Liverea Olvia]]
*[[Décimo]]
!!!Loghius Incompletos
*[[Elimac, El Relámpago|Elimac Farreg]]
*[[Ban, La Flama|Vasilidus Ban]]
*[[Shavrila, La Visión]]
*[[Noborou, La Distancia]]
Compañía no oficial formada a principios del otoño del 840 (El Mago), con el objetivo de inspeccionar un antiquísimo santuario Janni en el desierto de Arimbe, bajo el encargo del vidente [[Crysnet|Satriani]].
*[[Historia|Los Errantes: Historia]]
**[[Cronología|Los Errantes: Cronología]]
**[[Crónicas|Crónicas: Los Errantes]]
!!!Integrantes
*''Sir [[Rurik de Tihria]], Barón de Tasadar''
*''"Rinoceronte Blanco" [[Stojan Czcatrieni]]''
*''[[Abbadon]]''
*''[[Thik-Thak]]''
*''[[Loxodon Thantror]], General de Neiritrea''
!!!Notas
Etceteris
!!!Cuatro Búsquedas: La Promesa de Crysnet
&nbsp;&nbsp;Con el objetivo de recuperar a su familia, recientemente raptada por esclavistas drow, Stojan Czcatrieni busca el consejo de el célebre vidente y profeta Crysnet, acompañado de su improbable compañero: Sir Rurik de Tihria. Crysnet accede a revelar el camino hacia el enclave drow donde los medianos han sido llevados, pero a cambio pide un servicio especial: El deber de Stojan es adentrarse en el inhóspito desierto de Arimbe, dominio del Sultán Azul, e indagar en la extraña magia proveniente de un olvidado templo que ahí se encuentra. 

&nbsp;&nbsp;Acompañado por Sir Rurik, quien había prometido ayudarle a rescatar a su familia, por un oscuro hechicero llamado Abbadon, y por una criatura inséctil —apodada ~Thik-Thak por los otros—, Stojan se pone en marcha, bajo la guía de un nómada Janni contratado por Crysnet. Tras vadearlas usuales inclemencias del desierto, y negociar exitosamente el derecho de paso con una de las "alas" del Sultán Azul, la compañía finalmente alcanza el corazón del desierto, y el templo que es su objetivo.

&nbsp;&nbsp;Sin embargo, al intentar acceder al templo, un espíritu del desierto conocido como El Rey de las Arenas les corta el paso, forzándolos a combatir contra sus manifestaciones terrenas: Enormes ídolos humanoides amasados con arena viviente. Después de derrotarlos y mostrar una reliquia otorgada por el profeta, el espíritu se aparta del camino. Ésa noche, la compañía descansa en las afueras del templo.

&nbsp;&nbsp;

!!!Las Entrañas del Desierto: El Millar
&nbsp;&nbsp;...

!!!Un Horrible Despertar: La Prisión Espectral
&nbsp;&nbsp;...

!!!Descenso a la Oscuridad: El Incidente de Narverrade
&nbsp;&nbsp;...
[[Arcanismo]]
''Major Item Slots''
*''Head:'' Circlets, Crowns, Helmets.
*''Throat:'' Amulets, Scarfs, Necklaces.
*''Shoulders:'' Cloaks, Mantles, Capes.
*''Torso (2 slots):'' Shirts, Vests, Tunics.
*''Waist:'' Belts, Girdles, Sashes
''Minor Item Slots''
*''Eyes (2 slots):'' Goggles, Monocles, Lenses.
*''Arms (2 slots):'' Gloves, Bracers, Armbands.
*''Legs (2 slots):'' Boots, Sandals, Slippers.
''Special Item Slots''
*''Body:'' 
*''Accessory (2 or more slots):'' 
*''Heart:'' 
Etceteris
!!!Enhancement Abilities
&nbsp;&nbsp;''Energy Strike:'' +1 Enhancement. Deal 1d6 points of energy damage. Heat (Flaming), Freezing (Cold), Shocking (Electricity), Screaming (Sonic), Corrosive (Acid), (), (Rust). Activate/deactivate: Swift (Command).
&nbsp;&nbsp;''Keen:'' +1 Enhancement. Slashing or Piercing only. Increase Critical Threat range by 1, gain Enhacement bonus on critical confirmation equal to original threat range -1.
!!!~Non-Enhancement Abilities
&nbsp;&nbsp;''Everbright:'' 1,500 gp. The weapon gains Acid and Rust resistance, equal to 10 * its Enhancement bonus.
!!!Miscellaneous Abilities
*[[Paired|Magic Item: Weapon, Paired]]
*[[Transient|Magic Item: Weapon, Transient]] Reduce price to 1/50. Only when first enhanced. The weapon's Enhancement abilities can be used once, and no non-Enhancement abilities can be used.
&nbsp;&nbsp;''Type:'' Miscellanous.
&nbsp;&nbsp;''Caster Level:'' 9th.
&nbsp;&nbsp;''Aura:'' Moderate Transmutation.
&nbsp;&nbsp;''Price:'' — (see below).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This special ability allows two (or more) weapons to share the same enhancement. Both weapons have the Enhancement bonus on attack and damage rolls. Each weapon may have a different selection of Enhancement abilities (Flaming and Freezing, or Defending and Merciful), limited by the total enhancement of the weapon. Paired weapons can have non-Enhancement abilities placed on them, but they are counted separately for each individual weapon (both in effect and cost).
&nbsp;&nbsp;Paired weapons work only if a single creature wields or carries all the bounded weapons. A set of Paired weapons increases its enhancement price by 50% for the first two weapons, with another 75% for each additional weapon.
&nbsp;&nbsp;//Prerequisites:// Craft Magic Arms and Armor.
[[Inicio]]
[[Campañas]]
[[Characters]]
[[House Rules]]
[[To Do]]
[[Modelos]]
[[CheatSheet]]
[[NoticeBoard]]
|>|!Malagar Arethusa|
|''Especie''|Humano (Ascendencia Fey)|
|''Género''|Masculino|
|''Nacimiento''|??? del Mago|
|''Ocupación''|Carcelero|
|''Afiliaciones''|[[Trono de Risanto]], [[Cábala de la Sierpe Blanca]], [[El Ojo de Búfalo]]|
''Malagar D. Arethusa'' (Alias "???")
&nbsp;&nbsp;
Lo pongo aquí para que lo pueda ver todo el mundo.

Las misiones que, según yo, tiene todavía pendientes la party, aparte de seguir matando loghius, y los principales involucrados son las siguientes:

!!!Vencer a Lufasa (o vengar a Lufasa, no me acuerdo si era el bueno o el malo)
Thantror tiene que volver a su nación a ajustar cuentas, y Stojan mete sus narices porque es amigo de un rey de las bestias.

!!!Venganza
Rotharl, Almera, Kroud y Arashi tienen cuentas pendientes con el maldito de Taltimus. A Rotharl casi la asesina Bufanda roja, Almera perdió a su maestro, familia y/o amigos (no puse atención y no tomé buenas notas) por culpa de Calgari y Taltimus, Kroud perdió a su manada y Arashi perdió más o menos todo lo que tenía. Bobmar simplemente quiere matarlo para curar su orgullo y porque yo detesto a Taltimus.

!!!Hallar a los Czcatrieni bajo la tierra - Esta ya la estamos haciendo. Más detalles [[aqui|ErrantesNarverrade]]
Stojan debe encontrar a su familia, raptada por drow, antes de que sea demasiado tarde. 

!!!Salvar Vingaria
La tierra natal de Arashi está bajo un poderoso hechizo de stasis. Debe liberar a su pueblo antes de que sucumban a la locura.

!!!Shadowrealm
Quiero llevar a Bobmar al Shadowrealm para entrenar antes de luchar contra Taltimus. En mis notas dice que Kilua también está metido en esta historia, pero no sé por qué.

!!!El hilo de fuego oscuro
Almera fue secuestrada por agentes fey. Es cuestión de tiempo para que estalle un conflicto interdimensional. Esto está atado a la plot de Yao y Huang Ying, creo.

!!!Los cinco
Se supone que Abbadon está buscando al resto de los jinchuuriki como él, ¿no es así?

!!!Drederick Thantror vs Aurix Simpson: Payback!

!!!Sakura
¿Qué hace cazando drow?

!!!Rurik, Aurix, Kilua, Rurik, ¿Corina?
¿...? Sé, al menos, que Rurik tiene una misión importante para volver al lugar del que vino. Memo siempre le echa ganas a la backstory.

Y, lo que se supone que ya estábamos haciendo:

Encontrar a los Loghius restantes.

{{{
Etceteris
!!!Requirements
&nbsp;&nbsp;''Race:'' 
&nbsp;&nbsp;''Alignment:'' 
&nbsp;&nbsp;''Base Attack:'' 
&nbsp;&nbsp;''Base Saves:'' 
&nbsp;&nbsp;''Proficiencies:'' 
&nbsp;&nbsp;''Special Abilities:'' 
&nbsp;&nbsp;''Class Features:'' 
&nbsp;&nbsp;''Spellcasting:'' 
&nbsp;&nbsp;''Caster Level:'' 
&nbsp;&nbsp;''Feats:'' 
&nbsp;&nbsp;''Skills:'' 
&nbsp;&nbsp;''Special:'' 
!!!Class Features
|!|>|>|>|!The Class |!Hit Dice: dX<br>Skill Points:|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+    | + | + | + ||
|''2nd''|+    | + | + | + ||
|''3rd''|+    | + | + | + ||
|''4th''|+    | + | + | + ||
|''5th''|+    | + | + | + ||
|''6th''|+    | + | + | + ||
|''7th''|+    | + | + | + ||
|''8th''|+    | + | + | + ||
|''9th''|+    | + | + | + ||
|''10th''|+    | + | + | + ||
|''11th''|+    | + | + | + ||
|''12th''|+    | + | + | + ||
|''13th''|+    | + | + | + ||
|''14th''|+    | + | + | + ||
|''15th''|+    | + | + | + ||
|''16th''|+    | + | + | + ||
|''17th''|+    | + | + | + ||
|''18th''|+    | + | + | + ||
|''19th''|+    | + | + | + ||
|''20th''|+    | + | + | + ||
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''...:'' 
&nbsp;&nbsp;''...:'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
!!Class Variants
*[[---|Class: - Variant - ]]: Description
*[[---|Class: - Variant - ]]: Description ◊
}}}
{{{
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' ◊
}}}
{{{
&nbsp;&nbsp;''Description:'' 
&nbsp;&nbsp;''Body Slot:'' 
&nbsp;&nbsp;''Caster Level:'' 
&nbsp;&nbsp;''Activation:'' 
&nbsp;&nbsp;''Aura:'' 
&nbsp;&nbsp;''Price:'' 

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;Item Effects
&nbsp;&nbsp;//Prerequisites://  ◊
}}}
{{{
&nbsp;&nbsp;''Type:'' 
&nbsp;&nbsp;''Caster Level:'' 
&nbsp;&nbsp;''Activation:'' 
&nbsp;&nbsp;''Aura:'' 
&nbsp;&nbsp;''Price:'' 

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;//Prerequisites://  ◊
}}}
{{{
Etceteris
!!!Nonlegacy Information
&nbsp;&nbsp;''Description:'' 
&nbsp;&nbsp;''Omen:'' 
!!!History
!!!Requirements
&nbsp;&nbsp;''Race:'' 
&nbsp;&nbsp;''Alignment:'' 
&nbsp;&nbsp;''Base Attack:'' 
&nbsp;&nbsp;''Base Saves:'' 
&nbsp;&nbsp;''Proficiencies:'' 
&nbsp;&nbsp;''Special Abilities:'' 
&nbsp;&nbsp;''Class Features:'' 
&nbsp;&nbsp;''Spellcasting:'' 
&nbsp;&nbsp;''Feats:'' 
&nbsp;&nbsp;''Skills:'' 
&nbsp;&nbsp;''Special:'' 
!!!Legacy Rituals
!!!Legacy Item Abilities
|!Level |!Abilities |
|''6th''||
|''7th''||
|''8th''||
|''9th''||
|''10th''||
|''11th''||
|''12th''||
|''13th''||
|''14th''||
|''15th''||
|''16th''||
|''17th''||
|''18th''||
|''19th''||
|''20th''||
|''21st''||
&nbsp;&nbsp;'' ():'' 
&nbsp;&nbsp;'' ():'' 
&nbsp;&nbsp;'' ():'' 
&nbsp;&nbsp;'' ():'' ◊
}}}
{{{
&nbsp;&nbsp;''Genre Race Class … / Class …''
&nbsp;&nbsp;''Alignment Size Type (Subtype)''
&nbsp;&nbsp;''Senses'' Perception +, …
&nbsp;&nbsp;''Aura'' …;   ''Init'' …
&nbsp;&nbsp;''Languages'' …
----
&nbsp;&nbsp;''HP'' … (… HD); …
&nbsp;&nbsp;''AC'' …, ''Touch'' …, ''Off-guard'' …; …
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;      (+ …, + …)
&nbsp;&nbsp;''Saves'' Fort +, Ref +, Will +; …
&nbsp;&nbsp;''Immune'' …
&nbsp;&nbsp;''Resist'' …, …;   ''SR'' …
&nbsp;&nbsp;''Weak'' …
----
&nbsp;&nbsp;''Speed'' Land …, XYZ … (…); …
&nbsp;&nbsp;''Space'' … ft;   ''Reach'' … ft
&nbsp;&nbsp;''Base Atk'' +();   ''Combat'' +
&nbsp;&nbsp;''Type'' Weapon + (…, ×, …)
&nbsp;&nbsp;''Type'' Weapon + (…, ×, …)
&nbsp;&nbsp;''Atk Options'' …
&nbsp;&nbsp;''Special Actions'' …
&nbsp;&nbsp;''Spell-like Abilities'' (…)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''X'' – …, …
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Y'' – …, …
&nbsp;&nbsp;''Spells'' (…)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''X'' – …, …
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Y'' – …, …
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Z'' – …, …
&nbsp;&nbsp;''Combat Gear'' …
----
&nbsp;&nbsp;''Abilities'' Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
&nbsp;&nbsp;''SQ'' …
&nbsp;&nbsp;''Feats'' …
&nbsp;&nbsp;''Skills'' …
&nbsp;&nbsp;''Possessions'' …
&nbsp;&nbsp;''Spellbook'' …
----
&nbsp;&nbsp;''--'' …
&nbsp;&nbsp;''--'' …
&nbsp;&nbsp;''--'' …
&nbsp;&nbsp;''--'' …
}}}
{{{
|>|!Nombre|
|''Especie''||
|''Género''||
|''Nacimiento''||
|''Ocupación''||
|''Afiliaciones''||
''Nombre'' (Alias "")
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Descripción
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Historia
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Poderes y Habilidades
&nbsp;&nbsp;
&nbsp;&nbsp;
}}}
{{{
&nbsp;&nbsp;''Size Type (Subtypes)''
&nbsp;&nbsp;Level Adjustment ''+X''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''||||||
|''Resist''||||||
|''Special''||||||
|''Skills''||||||
&nbsp;&nbsp;''+X'' Ability, ''+X'' Ability
&nbsp;&nbsp;''Racial Hit Dice:'' 
&nbsp;&nbsp;''Skill Points:'' 
&nbsp;&nbsp;''Senses:'' 
&nbsp;&nbsp;''Speed:'' 
&nbsp;&nbsp;''Armor Class:'' 
&nbsp;&nbsp;''Resistances:'' 
&nbsp;&nbsp;''Immunities:'' 
&nbsp;&nbsp;''Weaknesses:'' 
&nbsp;&nbsp;''Special Qualities:'' 
&nbsp;&nbsp;''Natural Attacks:'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''Skills:''
&nbsp;&nbsp;''Bonus Feats:'' 
&nbsp;&nbsp;''Weapon Proficiency:'' 
&nbsp;&nbsp;''Alignment:'' ◊
}}}
{{{
&nbsp;&nbsp;''School (Sub-school) [Descriptor]''
&nbsp;&nbsp;''Level:'' Class X, Class Y
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Target:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Effect:'' 
&nbsp;&nbsp;''Duration:'' 
&nbsp;&nbsp;''Saving Throw:'' 
&nbsp;&nbsp;''Spell Resistance:'' 

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect 
&nbsp;&nbsp;Effect 
&nbsp;&nbsp;//:// ◊
}}}
{{{
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Challenge Rating:'' 
&nbsp;&nbsp;''Level Adjustment:'' 
!!!Template Features
&nbsp;&nbsp;''Size and Type:'' 
&nbsp;&nbsp;''Ability Scores:'' 
&nbsp;&nbsp;''Racial Hit Dice:'' 
&nbsp;&nbsp;''Skill Points:'' 
&nbsp;&nbsp;''Senses:'' 
&nbsp;&nbsp;''Speed:'' 
&nbsp;&nbsp;''Armor Class:'' 
&nbsp;&nbsp;''Immunities:'' 
&nbsp;&nbsp;''Resistances:'' 
&nbsp;&nbsp;''Weaknesses:'' 
&nbsp;&nbsp;''Special Qualities:'' 
&nbsp;&nbsp;''Natural Attacks:'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''Skills:''
&nbsp;&nbsp;''Bonus Feats:'' 
&nbsp;&nbsp;''Weapon Proficiency:'' 
&nbsp;&nbsp;''Alignment:'' ◊
}}}
*[[Cronología|Modelos: Cronología]]
*[[Crónicas|Modelos: Crónicas]]
!!!Rules
*[[Race|Modelo: Race]]
*[[Class|Modelos: Class]]
*[[Feat|Modelos: Feat]]
*[[Spell|Modelos: Spell]]
*[[Monster|Modelos: Monster]]
*[[Item|Modelo: Item]]
*[[Legacy Item|Models: Legacy Item]]
|>|!XXX del YYY|
|>|''Primavera''|
|''''||
|''''||
|''''||
|''''||
|>|''Verano''|
|''''||
|''''||
|''''||
|''''||
|>|''Otoño''|
|''''||
|''''||
|''''||
|''''||
|>|''Invierno''|
|''''||
|''''||
|''''||
|''''||
<html><div align="justify">
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Ésta pequeña provincia en la región del [[Páramo de los Reyes]] es famosa por haber sido el teatro de numerosas batallas entre los ejércitos de Sirgana y Ulduma.

En el 843 del Mago, una disputa comercial escaló inesperadamente en un conflicto territorial. Las tropas de Sirgana ocuparon la pequeña provincia, con la consigna de anexar dicho territorio a la magocracia. Buscando ayuda, el anciano alcalde de Gran Netti acudiría ante Adalbern, príncipe de Tihria.
Al mando de un ejército de seis mil hombres, el Boh Blanco se lanzó en una cruzada para liberar la provincia. Peleando con el respaldo de los rebeldes locales, los uldumanos se abrieron paso con facilidad durante los primeros días. Sin embargo, en la sexta jornada, el Boh Blanco y sus caballeros se topan con la vanguardia de un gran contingente guiado por Lord Caldior, Pontifax Alado de Sirgana.
Para el undécimo día, las escuadras de caballería aérea de Sirgana habían aislado a Adalbern y sus caballeros, cortando sus líneas de comunicación y suministro. Sin esperanza de ser reforzado, el Boh Blanco decidiría lanzar un ataque directo contra las fuerzas de Caldior. Ambos ejércitos chocarían en una pradera cercana a la villa de Aflita. Pese a la inicial supremacía Sirgana, Caldior comete el error de lanzar sus jinetes de pegaso contra la caballería pesada de Tihria. Ambos ejércitos sufrirían terribles pérdidas ése día, incluyendo la muerte de los generales de cada uno.
Hostigada por los demás miembros de la Liga de Reinos, Sirgana se vería obligada a abandonar sus pretensiones expansionistas en la región.
— < > × ● ◊
{{{&nbsp;&nbsp;}}}
[[Avatares Elementales]]
[[Batalla del Cielo Rojo]]
[[Creación Abrasada]]
[[Yinzaft]]
[[Virukys]]
----
[[Fireball Family]]
----
[[Feat: Darkfire Prominence]]
[[Feat: Pinpoint Accuracy]]
[[Feat: Weakening Critical]]
[[Spell: Concussive Orb]]
[[Spell: Drum of Devils]]
[[Spell: Greater Flare]]
[[Spell: Lightning Clutch]]
[[Spell: Lightning Grasp]]
[[Spell: Prison of Flames]]
[[Spell: Summon Executor Armor]]
[[Ritual: Distilled Night]]
[[Ritual: Shadow Steward]]
[[Magic Item: Clothing]]
[[Magic Item: Weapon]]
[[Item Set: Airknight's Armor]]
[[Armor: Nightfall Mail]]
[[Weapon: Blaze of Life]]
[[Weapon: Brand of Justice]]
[[Weapon: Shifting Epee]]
[[Weapon: Sword of Erbenis]]
[[Weapon: Tyndell's Brand]]
[[Clothing, Accessory: Spell Token]]
[[Clothing, Other: Eye of the Storm]]
[[Clothing, Hands: Gloves of Flame]]
[[Clothing, Head: Rhino Helm]]
[[Clothing, Throat: Chasuble of Eldritch Power]]
[[Tool: Spell Carrier]]
[[Tool: War Beads]]
[[Artifact Weapon: Blade of the Fulgurant Avatar]]
[[Artifact Weapon: Bow of the Glacial Avatar]]
[[Artifact Weapon: Chains of the Volcanic Avatar]]
[[Artifact Weapon: Gauntlets of the Seismic Avatar]]
[[Artifact Weapon: Hammer of the Cyclonic Avatar]]
[[Artifact Weapon: Spear of the Tidal Avatar]]
[[Artifact Weapon: Scorched Creation]]
[[Legacy Weapon: Altair]]
[[Legacy Weapon: Perzius]]
[[Legacy Item: Gohl]]
Furozenth es el título que reciben los miembros de una antigua dinastía guerrera.
!!Miembros de la Orden
; Phrozen I, El Fundador
: Sir Phrozen de Ascalon.
; Phrozent II, El Severo
: Kathurius de Raflezia.
; Phrozent III, La Voz
: Auria Litthe, Baronesa de Torams. Inciadora del Movimiento Independentista de Nimbrus.
; Phrozent IV
: ...
; Phrozent V
: ...
; Phrozenth VI, El Inmaculado
: Iranon. Sword Archon. Creador del Palacio de las Memorias.
; Fhrozenth VII, El Errante
: Badon el Berserker, aliado del rey [[Thevenun]]. Su fuerza física es legendaria, pues se dice que era capaz de separar el océano con un golpe de su hacha. Años después de la Batalla de los Once Días, Badon adoptaría el título de Fhrozenth VII después de obtener el manto del dragón plateado Alviaxitherium. Badon posee el periodo más corto de portar el manto, con tan sólo siete años. Sin embargo, durante éste tiempo, él y su flota de aventureros acabarían con la amenaza representada por los [[Hijos de Sekolah]].
; Fhrozenth VIII
: Dioxuros (M Elf Bowmaster), domó a Silvercrowne para obtenerla; Peleo contra Rimmgateriuz. Flecha del Aullido Blanco.
; Furozenth IX
: Doppelganger
; Furozenth X, La Luz (817 del Mago - 835 del Mago) [Born in 796, Mother in 813]
: Aletia Kolynan. Artista marcial humana con ascendencia celestial. Maestra del [[Talisid]], incluyendo su forma definitiva (la llamada //Corriente Blanca//). Aletia consigue el manto del espíritu de Furozenth IX, tras desenmascarar y derrotar a uno de los súbditos de Graz'zt, Koromus, a quien luego sseguiría hasta su guarida en El Abismo, para recuperar las almas apresadas de sus víctimas. Aletia muere en el 835 de El Mago, debido a las heridas inflingidas por la espada del [[Ultroloth]] [[Nagarresk]].
; Furozenth XI, El Mito Viviente (835 del Mago - XXX del Mago)
: [[Zilvar Calimo]]. Se convierte en portador del manto como última voluntad de Aletia Kolynan. Conocido principalmente por su incomparable poder de combate (en una ocasión lograría derrotar a un avatar del dios Alastor), Zilvar se dio a la tarea de cazar y eliminar o aprisionar a los súbditos de Nagarresk que aún quedaban en libertad. Su [[Ánima Noble]], //Rezhalix Izpar Marek//, es considerada por muchos como el arma más poderosa de toda Lauremia.
!!El Palacio de las Memorias
Es un demiplano donde los espíritus de antiguos portadores del manto de Furozenth reposan (Con excepción de Kathurius, quie asciende a estatus divino antes de su muerte). El portador en turno puede, en todo momento, proyectar su mente al palacio, en busca del consejo de los anteriores portadores.


Llamada oficialmente ''Santa Orden de los Caballeros Blancos de Tihria'', es probablemente la más célebre de todas la órdenes guerreras de Lauremia. Formada exclusivamente por guerreros leales al Boh Blanco que han prestado el [[Juramento Único]], tiene como misión...
<!--{{{-->
<div id='header' class='header'>
<div class='headerShadow'>
<span class='searchBar' macro='search'></span>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>

</div>
<div id='mainMenu'>
<span refresh='content' tiddler='MainMenu'></span>
<span id='noticeBoard' refresh='content' tiddler='NoticeBoard'></span>

</div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<div id='contentFooter' refresh='content' tiddler='contentFooter'></div>
<!--}}}-->
/***
|''Name:''|PasswordOptionPlugin|
|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Version:''|1.0.2|
|''Date:''|Apr 19, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#PasswordOptionPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.PasswordOptionPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 19, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'
};

config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");

merge(config.macros.option.types, {
	'pas': {
		elementType: "input",
		valueField: "value",
		eventName: "onkeyup",
		className: "pasOptionInput",
		typeValue: config.macros.option.passwordInputType,
		create: function(place,type,opt,className,desc) {
			// password field
			config.macros.option.genericCreate(place,'pas',opt,className,desc);
			// checkbox linked with this password "save this password on this computer"
			config.macros.option.genericCreate(place,'chk','chk'+opt,className,desc);			
			// text savePasswordCheckboxLabel
			place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));
		},
		onChange: config.macros.option.genericOnChange
	}
});

merge(config.optionHandlers['chk'], {
	get: function(name) {
		// is there an option linked with this chk ?
		var opt = name.substr(3);
		if (config.options[opt]) 
			saveOptionCookie(opt);
		return config.options[name] ? "true" : "false";
	}
});

merge(config.optionHandlers, {
	'pas': {
 		get: function(name) {
			if (config.options["chk"+name]) {
				return encodeCookie(config.options[name].toString());
			} else {
				return "";
			}
		},
		set: function(name,value) {config.options[name] = decodeCookie(value);}
	}
});

// need to reload options to load passwordOptions
loadOptionsCookie();

/*
if (!config.options['pasPassword'])
	config.options['pasPassword'] = '';

merge(config.optionsDesc,{
		pasPassword: "Test password"
	});
*/
//}}}
Etceteris
!!Requirements
&nbsp;&nbsp;''Base Attack:'' +5
&nbsp;&nbsp;''Class Features:'' Primary Spiritual Domain (War), Spiritual Channeling
&nbsp;&nbsp;''Spellcasting:'' 2nd-level Spiritual spells
&nbsp;&nbsp;''Skills:'' Knowledge (Religion) 8 ranks, Knowledge (Martial) 5 ranks
!!Class Features
|!|>|>|>|!The Battle Herald |>|!Hit Dice: d10 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|''Spiritual Spellcasting''|
|''1st''|+1                         | +2 | +0 | +2 |Continued Advancement|+1 Level |
|''2nd''|+2                        | +3 | +0 | +3 |Bonus Feat, Expanded Channeling|—— |
|''3rd''|+3                         | +3 | +1 | +3 |Divine Bulwark|+1 Level |
|''4th''|+4                         | +4 | +1 | +4 |Divine Strike, Battle Blessing|—— |
|''5th''|+5                         | +4 | +1 | +4 |Martial Clarity, Embodiment of War|+1 Level |
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' A Battle Herald becomes proficient with Martial weapons, with Medium armor, and with shields.
&nbsp;&nbsp;''Continued Advancement:'' A Battle Herald's class levels stack with its Cleric levels to determine the abilities granted by its War domain, as well as for the effect and number of uses of its Spiritual Channeling special ability.
&nbsp;&nbsp;''Bonus Feats:'' At 2nd level, the Battle Herald gains a bonus Combat feat.
&nbsp;&nbsp;''Expanded Channeling (Su):'' At 2nd level, the Battle Herald gains access to the second Spiritual Channeling option granted by the War domain.
&nbsp;&nbsp;''Divine Bulwark (Sp):'' A 3rd-level Battle Herald can expend a spiritual spell slot as a swift action to gain DR/— equal to twice the level of the expended slot. This ability lasts for 1 round per class level. The caster level for this ability is equal to the expended spell's base caster level.
&nbsp;&nbsp;''Divine Strike (Sp):'' By expending a spiritual spell slot as a swift action, a 4th-level Battle Herald gains a Sacred bonus on damage rolls equal to twice the level of the slot expended. This ability lasts for 1 round per class level. The caster level for this ability is equal to the expended spell's base caster level.
&nbsp;&nbsp;''Battle Blessing (Ex):'' Upon attaining 4th level, when the Battle Herald casts a spell from the War domain, the casting time for such spell is reduced by two steps.
&nbsp;&nbsp;''Martial Clarity (Sp):'' As a swift action, a Battle Herald of at least 5th level can expend 1 use from its channeling pool to activate this ability. For 1 round per class level, it can use its Wisdom modifier on attack rolls in place of the usual ability modifier (Strength or Dexterity). The caster level for this ability is equal to the Battle Herald's effective level for calculating the number of uses of its Spiritial Channeling pool.
&nbsp;&nbsp;''Embodiment of War (Ex):'' A 5th-level Battle Herald gains a +2 bonus on its effective Caster Level when casting spells from the War domain, as well as on the spell-like abilities granted by the class.
Etceteris
!!!Requirements
&nbsp;&nbsp;''Base Saves:'' Fortitude +7.
&nbsp;&nbsp;''Feats:'' Toughness, Diehard.
&nbsp;&nbsp;''Skills:'' Endurance 13 ranks, Potency 13 ranks.
!!!Class Features
|!|>|>|>|!The Behemoth |>|!Hit Dice: d12 |
|&nbsp;<br>''Level''|&nbsp;<br>''Attack''| &nbsp;<br>''Fort'' | &nbsp;<br>''Ref'' | &nbsp;<br>''Will'' |&nbsp;<br>''Special''| ''Natural<br>Armor'' |
|''1st''|+1                         | +2 | +0 | +0 |Strength +2, Natural Attack| +1 |
|''2nd''|+2                        | +3 | +0 | +0 |Constitution +2, Ferocity| +1 |
|''3rd''|+3                         | +3 | +1 | +1 |Strength +4, Special Attack| +2 |
|''4th''|+4                         | +4 | +1 | +1 |Constitution +4, Fast Healing| +2 |
|''5th''|+5                         | +4 | +1 | +1 |Strength +6, Constitution +6| +3 |
&nbsp;&nbsp;''Skill Points:'' 4 + Intelligence modifier.
&nbsp;&nbsp;''Ability Scores:'' At 1st, 3rd and 5th level, the Behemoth's Strength score increases by 2 points. At 2nd, 4th and 5th level, the Behemoth's Constitution score increases by 2 points.
&nbsp;&nbsp;''Natural Armor:'' At each odd class level, the Behemoth's Natural bonus to Armor Class increases by 1 point.
&nbsp;&nbsp;''Natural Attack (Ex):'' At 1st level, the Behemoth gains a natural Slam attack, with has a base damage of 1d8 for a Medium creature. If the Behemoth already has a Slam attack, its base damage increases by one step.
&nbsp;&nbsp;''Ferocity (Ex):'' A 2nd-level Behemoth reduces the dying penalties by two steps. This ability doesn't stack with the Diehard feat.
&nbsp;&nbsp;''Special Attack (Ex):'' Upon attaining 3rd level, the Behemoth gains one of the following special abilities. Unless otherwise noted, these special attacks can be used only with the Slam attack granted by the class.
<<<
&nbsp;&nbsp;''Grab:'' Grapple on hit.
&nbsp;&nbsp;''Knockback:'' Push on hit.
&nbsp;&nbsp;''Knockdown:'' Trip on hit.
&nbsp;&nbsp;''Trample:'' Reflex half.
<<<
&nbsp;&nbsp;''Fast Healing (Ex):'' At 4th level, the Behemoth receives the Fast Healing special quality, with a value equal to one-half its Hit Dice. This ability cannot be used to restore hit points above one-half the Behemoth's total. If the Behemoth becomes slowed because of negative hit points, this ability cures only one-tenth its normal value until it is no longer slowed.
Etceteris
!!!Requirements
&nbsp;&nbsp;''Base Attack:'' +5
&nbsp;&nbsp;''Feats:'' Mounted Combat, Ride-By Attack, Spirited Charge.
&nbsp;&nbsp;''Skills:'' Handle Animal 6 ranks, Ride 8 ranks.
!!!Class Features
|!|>|>|>|!The Class |!Hit Dice: dX|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+    | + | + | + ||
|''2nd''|+    | + | + | + ||
|''3rd''|+    | + | + | + ||
|''4th''|+    | + | + | + ||
|''5th''|+    | + | + | + ||
&nbsp;&nbsp;''Weapon and Armor Proficiency:'' 
&nbsp;&nbsp;''Skill Points:'' 4 + Int modifier.
&nbsp;&nbsp;''Bonus Feats:'' At 3rd level, a Cavalier gains a bonus Combat feat, which must have Mounted Combat as a prerequisite.
&nbsp;&nbsp;''Skilled Rider (Ex):'' A Cavalier adds its class level to any Ride check it makes.
&nbsp;&nbsp;''Mounted Attack (Ex):'' 
&nbsp;&nbsp;''Dire Charge (-):'' 
&nbsp;&nbsp;''Devastating Charge (-):'' 
Etceteris
!!Requirements
&nbsp;&nbsp;''Base Attack:'' +5.
&nbsp;&nbsp;''Class Features:'' Ki Power (Power Smash), Ki Strike.
&nbsp;&nbsp;''Feats:'' Improved Unarmed Strike, Power Attack.
&nbsp;&nbsp;''Skills:'' Athletics 8 ranks, Concentration 5 ranks, Endurance 8 ranks, Knowledge (Martial) 5 ranks.
&nbsp;&nbsp;''Special:'' Must be a Dragon or have the Dragonblood subtype.
!!Class Features
|!|>|>|>|!The Class |!Hit Dice: d10|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+1           | +2 | +0 | +2 |Continued Advancement, Insightful Defense|
|''2nd''|+2          | +3 | +0 | +3 |Claws of the Dragon, Draconic Mystery|
|''3rd''|+3           | +3 | +1 | +3 |Bonus Feat, Draconic Senses|
|''4th''|+4           | +4 | +1 | +4 |Draconic Mystery, Draconic Body|
|''5th''|+5           | +4 | +1 | +4 |Draconic Soul, Improved Ki Capacity|
|''6th''|+6/+1      | +5 | +2 | +5 |Draconic Mystery, Improved Draconic Senses|
|''7th''|+7/+2      | +5 | +2 | +5 |Bonus Feat, Frightful Presence|
|''8th''|+8/+3      | +6 | +2 | +6 |Draconic Mystery, Improved Draconic Body|
|''9th''|+9/+4      | +6 | +3 | +6 |Greater Ki Capacity|
|''10th''|+10/+5   | +7 | +3 | +7 |Draconic Mystery, Draconic Exaltation|
&nbsp;&nbsp;''Draconic Affinity:'' Upon taking the class, the Dragonfist Initiate selects a kind of true dragon, which determines the abilities it will gain at higher levels. Once made, the decision can't be changed. If the creature descends directly from a Dragon (be from a template or the Draconic Heritage feat) it must select the ancestor's kind.
&nbsp;&nbsp;''Continued Advancement:'' A Dragonfist Initiate's class levels stack with its levels of other classes to determine the effect and level of its Ki powers, the size of its Ki reserve, and the number of Martial Stunts it has.
&nbsp;&nbsp;''Bonus Feats:'' At 3rd level, and again at 7th level, the Dragonfist Initiate gains a bonus Combat feat.
&nbsp;&nbsp;''Insightful Defense (Ex):'' A Dragonfist Initiate adds 1 point of Wisdom bonus per class level to its Armor Class. This bonus applies against Touch attacks and when the Monk is Off-guard, but not when is immobilized or helpless.
&nbsp;&nbsp;''Claws of the Dragon (Su):'' 
&nbsp;&nbsp;''Draconic Mystery (Su):'' At each even-numbered level, a Dragonfist Initiate... @@Alternatively, select Ki power@@
<<<
&nbsp;&nbsp;//Energy Wake:// As a swift action, a Dragonfist Initiate can expend Ki points to deal energy damage on a 10-ft Radius Burst centered on itself. The damage dealt is equal to 1d8 points per Ki point expended (maximum equal to one-half its Ki Power level). Affected creatures can attempt a Reflex save for half damage.
&nbsp;&nbsp;//Spirit Boost:// As a swift action, the Dragonfist Initiate can expend 2 Ki points to gain a +4 Energy bonus to Strength and Dexterity for 1 round.
&nbsp;&nbsp;//Power Crusher:// 
&nbsp;&nbsp;//...:// 
&nbsp;&nbsp;//...:// 
&nbsp;&nbsp;__//Roar of the Heavenly Dragon://__ 6th level or higher. As a standard action, the Initiate can expend Ki points to make a ranged touch attack with Medium range. On a successful hit, the attack deals 2d6 points of Force damage per Ki point expended (maximum equal to one-half the Initate's effective class level).
&nbsp;&nbsp;//Fury of the Terrestrial Dragon:// 6th level or higher. As a free action at the beginning of its turn, the Initiate can expend 1 Ki point to increase the critical multiplier of its unarmed strikes by one step for one round.
&nbsp;&nbsp;//Symphony of the Ocean Dragon:// 6th level or higher. 
&nbsp;&nbsp;//... of the Aerial Dragon:// 6th level of higher. 
&nbsp;&nbsp;//... of the Nocturnal Dragon:// 6th level of higher. 
&nbsp;&nbsp;//...:// 
&nbsp;&nbsp;//Form of the Dragon:// 
&nbsp;&nbsp;//Draconic Resurgence:// 
<<<
&nbsp;&nbsp;''Draconic Senses (Ex):'' A 3rd level Dragonfist Initiate gains Low-light vision, and Darkvision to a range of 30 feet. If it already has these abilities, it gains Superior Low-light vision, or its Darkvision range increases by 30 feet.
&nbsp;&nbsp;''Draconic Body (Ex):'' At 4th level, the Initiate’s Natural bonus to AC increases by 1 point. In addition, he gains resistance 10 against their mentor’s associated energy.
&nbsp;&nbsp;''Draconic Soul (Su):'' A 5th-level Dragonfist Initiate gains Spell Resistance equal to 12 + its Hit Dice.
&nbsp;&nbsp;''Improved Ki Capacity (Ex):'' Upon attaining 5th level, a Dragonfist Initiate gains bonus Ki points equal to one-half the level of its Ki Power special ability.
&nbsp;&nbsp;''Frightful Presence (Ex):'' 
&nbsp;&nbsp;''Improved Draconic Senses (Ex):'' 
&nbsp;&nbsp;''Improved Draconic Body (Ex):'' 
&nbsp;&nbsp;''Greater Ki Capacity (Ex):'' 
&nbsp;&nbsp;''Draconic Exaltation:'' 
Etceteris
!!!Requirements
&nbsp;&nbsp;''Base Attack:'' +5.
&nbsp;&nbsp;''Proficiencies:'' Martial melee weapons.
&nbsp;&nbsp;''Special Abilities:'' 
&nbsp;&nbsp;''Class Features:'' 
&nbsp;&nbsp;''Feats:'' Combat Expertise, Dodge.
&nbsp;&nbsp;''Skills:'' Knowledge (Martial) 6 ranks.
!!!Class Features
|!|>|>|>|!The Duelist |>|!Hit Dice: d10<br>Skill Points: 4|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|''Martial<br>Stunts''|
|''1st''|+1         | +2 | +2 | +0 |Canny Defense, Uncanny Dodge, Evasion| 1 |
|''2nd''|+2        | +3 | +3 | +0 |Focused Dodge, Superb Reaction +2| 1 |
|''3rd''|+3         | +3 | +3 | +1 |Bonus Feat, Improved Uncanny Dodge| 1 |
|''4th''|+4         | +4 | +4 | +1 |Precise Strike, Instant Parry| 2 |
|''5th''|+5         | +4 | +4 | +1 |Improved Evasion, Defensive Roll| 2 |
|''6th''|+6/+1    | +5 | +5 | +2 |Instant Riposte, Superb Reaction +4| 2 |
|''7th''|+7/+2    | +5 | +5 | +2 |Bonus Feat, Greater Uncanny Dodge| 3 |
|''8th''|+8/+3    | +6 | +6 | +2 |Greater Precise Strike| 3 |
|''9th''|+9/+4    | +6 | +6 | +3 |Greater Defensive Roll| 3 |
|''10th''|+10/+5 | +7 | +7 | +3 |Perfect Riposte| 4 |
&nbsp;&nbsp;''Bonus Feats:'' 
&nbsp;&nbsp;@@''Martial Stunts:''@@ 
&nbsp;&nbsp;''Canny Defense (Ex):'' When wearing Light or no armor, a Duelist adds 1 point of Intelligence bonus per class level as a Dodge bonus to Armor Class.
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' 
&nbsp;&nbsp;''Evasion (Ex):'' 
&nbsp;&nbsp;''Focused Dodge (Ex):'' As a swift action, a 2nd-level Duelist may forego the benefit of its Dodge feat, and select a single opponent it can see. Until the beginning of its next turn, it gains a Dodge bonus to AC against that opponent equal to one-third its Base Attack bonus (maximum +5).
&nbsp;&nbsp;''Superb Reaction (Ex):'' 
&nbsp;&nbsp;''Improved Uncanny Dodge (Ex):'' 
&nbsp;&nbsp;''Precise Strike (Ex):'' When wielding a Light or One-handed weapon on its main hand, a 4th-level Duelist can make a single melee attack as a standard action, adding its Intelligence bonus on the attack roll. On a successful hit, it deals normal damage, plus 1d6 points of Precision damage per class level.
&nbsp;&nbsp;''Instant Parry (Ex):'' A 4th level Duelist that is attacked in melee can use an immediate action to make a secondary attack with a Light or One-handed melee weapon, adding any Parry or Dodge bonus to AC it has to the attack roll. The result of the attack is used instead of the Duelist's AC against that attack. The Duelist can use this ability to protect an adjacent creature instead of itself, but doing so imposes a -4 penalty on the attack roll.
&nbsp;&nbsp;Alternatively, the Duelist may use a readied action to activate this ability. In such case, Instant Parry can be used as a free action, and is not treated as a secondary attack.
&nbsp;&nbsp;''Improved Evasion (Ex):'' 
&nbsp;&nbsp;''Defensive Roll (Ex):'' Once per round, when a 5th-level Duelist is attacked by the creature selected with its Focused Dodge ability, it can roll 1d10 as a free action and add the result to its AC against that attack.
&nbsp;&nbsp;''Instant Riposte (Ex):'' When a 6th level Duelist successfully blocks an attack using its Instant Parry ability, it may make a melee attack against the creature as a free action. On a critical threat, the Duelist gains a +4 bonus on the critical confirmation roll. When the Duelist readies an action to use Instant Parry, it adds it Intelligence bonus on the attack roll when using this ability.
&nbsp;&nbsp;''Greater Uncanny Dodge (Ex):'' 
&nbsp;&nbsp;''Greater Precise Strike (Ex):'' At 8th level, a Duelist deals 1d8 points of Precision damage per class level with its Precise Strike. In addition, creatures damaged by this ability must...
&nbsp;&nbsp;''Greater Defensive Roll (Ex):'' Upon attaining 9th level, the Duelist rolls 2d10 when using its Defensive Roll ability, and uses the highest result.
&nbsp;&nbsp;''Perfect Riposte (Ex):'' A 10th-level Duelist using its Instant Riposte ability deals double damage, increases the critical range of the attack by 4 points, and gains a +8 bonus on any critical confirmation roll for the attack. Additionally, if a readied action is used to activate Instant Parry, the Duelist deals extra damage as if making a Precise Strike.
&nbsp;&nbsp;''... (-):'' 
Etceteris
!!Prerequisites
&nbsp;&nbsp;''Class Features:'' Eldritch Blast 2d6, Supernal Power.
&nbsp;&nbsp;''Invocations:'' Least-grade.
&nbsp;&nbsp;''Spellcasting:'' 2nd-level Arcane.
&nbsp;&nbsp;''Skills:'' Knowlegde (Arcana) 8 ranks, Spellcraft 8 ranks.
!!Class Features
|>|>|>|>|!The Eldritch Theurge |!Hit Dice: d6 |>|>|!|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|''Arcane Spellcasting''|''Invocations''|
|''1st''|+0| +0|+0|+2|Supernal Faculty|+1 Level|+1 Level|
|''2nd''|+1| +0 | +0 | +3 |Eldritch Resilience|+1 Level|+1 Level|
|''3rd''|+1| +1 | +1 | +3 |Spell Blast|+1 Level|+1 Level|
|''4th''|+2| +1 | +1 | +4 ||+1 Level|+1 Level|
|''5th''|+2| +1 | +1 | +4 |Eldritch Spellweave|+1 Level|+1 Level|
|''6th''|+3| +2 | +2 | +5 ||+1 Level|+1 Level|
|''7th''|+3| +2 | +2 | +5 ||+1 Level|+1 Level|
|''8th''|+4| +2 | +2 | +6 ||+1 Level|+1 Level|
|''9th''|+4| +3 | +3 | +6 ||+1 Level|+1 Level|
|''10th''|+5| +3 | +3 | +7 |Spellweave Blast|+1 Level|+1 Level|
&nbsp;&nbsp;''Spellcasting:'' 
&nbsp;&nbsp;''Invocations:'' 
&nbsp;&nbsp;''Supernal Faculty (Su):'' The Eldritch Theurge class levels stack with its Invocation-using levels to determine its total Damage Reduction, the number of uses on its Supernal pool, and the duration of its Eldritch Resilience ability (see below).
&nbsp;&nbsp;''Eldritch Resilience (Su):'' A 2nd-level Eldritch Theurge can expend 4 uses from its Supernal pool as a swift action, to gain Fast Healing 10, which lasts for 1 round per two class levels.
&nbsp;&nbsp;''Spellchannel Blast (Sp):'' 
&nbsp;&nbsp;''Eldritch Spellweave (Sp):'' 
&nbsp;&nbsp;''Spellweave Blast (Sp):'' 
Etceteris
!!Requirements
&nbsp;&nbsp;''Alignment:'' Any non-Good.
&nbsp;&nbsp;''Class Features:'' Spell Nucleus.
&nbsp;&nbsp;''Spellcasting:'' Spontaneous 3rd-level (Arcane).
&nbsp;&nbsp;''Feats:'' Eschew Materials, Infernal Heritage, Blood Calls Blood.
&nbsp;&nbsp;''Skills:'' Knowledge (Arcana) 8 ranks, Knowledge (The Planes) 8 ranks.
&nbsp;&nbsp;''Special:'' Must have the Devilblood subtype.
!!Class Features
|!|>|>|>|!The ~Fiend-Blooded |>|!Hit Dice: d6|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|''Spellcasting''|
|''1st''|+0    | +0 | +0 | +2 |Continued Advancement, Infernal Eyes|+1 Level|
|''2nd''|+1    | +0 | +0 | +3 |Infernal Sorcery, Charisma +1|+1 Level|
|''3rd''|+1    | +1 | +1 | +3 |Infernal Flesh|+1 Level|
|''4th''|+2    | +1 | +1 | +4 |Infernal Sorcery, Intelligence +1|+1 Level|
|''5th''|+2    | +1 | +1 | +4 |Fiendish Smite|+1 Level|
|''6th''|+3    | +2 | +2 | +5 |Infernal Sorcery, Charisma +2|+1 Level|
|''7th''|+3    | +2 | +2 | +5 |Infernal Body|+1 Level|
|''8th''|+4    | +2 | +2 | +6 |Infernal Sorcery, Intelligence +2|+1 Level|
|''9th''|+4    | +3 | +3 | +6 |Greater Fiendish Smite|+1 Level|
|''10th''|+5    | +3 | +3 | +7 |Infernal Sorcery, Infernal Exaltation|+1 Level|
|''Class Skills (4 + Int modifier):'' Deception [Cha], Diplomacy [Cha], Intimidate [Cha], Knowledge (Arcane, Cosmology, Spirits) [Int], Spellcraft [Int], Use Magic [Cha]|c
&nbsp;&nbsp;''Ability Score Increase:'' At 2nd level and 6th level, the ~Fiend-Blooded's Charisma score increases by 1 point. Its Intelligence score also increases by 1 point at 4th level and agains at 8th level.
&nbsp;&nbsp;''Spellcasting:'' 
&nbsp;&nbsp;''Infernal Sorcery:'' At each even-numbered level, a ~Fiend-Blooded gains a bonus spell known, which must be of a level equal or lower to the maximum level available to a Sorcerer of its class level.
&nbsp;&nbsp;''Continued Advancement:'' A ~Fiend-Blooded class levels stack with its Sorcerer levels to determine the effects of its Spell Nucleus special ability, and the maximum level allowed by the Spell Boon and Fiendish Sorcery special features.
&nbsp;&nbsp;''Infernal Eyes (Ex):'' At 1st level, a ~Fiend-Blooded gains Darkvision with a range of 30 feet, or its existing Darkvision increases by 30 feet.
&nbsp;&nbsp;''Infernal Flesh (Ex):'' A 3rd-level ~Fiend-Blooded's natural armor increases by 1 point. In addition, it gains energy resistance to Fire 5, Cold 2 and Acid 2. It also gains a +4 bonus on saves against Disease, and a +2 bonus on saves against Poison.
&nbsp;&nbsp;''Fiendish Smite (Su):'' Upon attaining 5th level, the ~Fiend-Blooded gains the ability to imbue part of its infernal essence on its spells. When using this ability, the spell deals extra damage equal to 1d6 points per three base caster levels. This damage is not subject to energy or spell resistance and can be applied only once per casting. This effect can be used only on spells that deal damage. Fiendish Smite can be used once per day per four base caster levels. Using Fiendish Smite is considered part of the action used to cast the spell, and can be used once per round.
&nbsp;&nbsp;''Infernal Body (Ex):'' At 7th level, a ~Fiend-Blooded's natural armor increases by 1 additional point, its energy resistance becomes Fire 10, Cold 5 and Acid 5. It gains immunity to Disease, and a +4 bonus on saves against Poison.
&nbsp;&nbsp;''Greater Fiendish Smite (Su):'' 
&nbsp;&nbsp;''Infernal Exaltation:'' Poison DR 5, Poison ADR 1
Etceteris
!!!Prerequisites
''Spellcasting:'' 3rd-level Arcane Evocation (Force), Magic Missile
''Feats:'' Spell Focus (Force)
''Skills:'' Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks
!!!Class Features
|>|>|>|>|!The Force Missile Mage |!HD: d6|>|>|!|
|''Level''|''Attack'' |''Fort''|''Ref''|''Will''|''Special''|''Arcane Spellcasting''|
|''1st''|+0|+0|+0|+2|Specialist, Force Faculty, Stilled Missile|+1 Level|
|''2nd''|+1|+0|+0|+3|Energy Shroud, Swift Shield|+1 Level|
|''3rd''|+1|+1|+1|+3|Overpowering Missile|+1 Level|
|''4th''|+2|+1|+1|+4|Reflect Missile|+1 Level|
|''5th''|+2|+1|+1|+4|Maximized Missile|+1 Level|
''Specialist (Ex):'' A Force Missile Mage list of favored spells include: Magic Missile, Greater Magic Missile and Chain Missile
''Force Faculty (Su):'' When using a Magic Missile spell, you gain an additional missile, and another one at 4th level. You also gain an Energy pool with a number of uses equal to your class level + Int
''Stilled Missile (Su):'' 1 use from Energy pool. Still Magic Missile
''Energy Shroud (Su):'' +2 Energy (Cold, Fire, Electricity, Sonic) when casting Magic Missile
''Swift Shield (Su):'' 1 use from Energy pool. 
''Overpowering Missile (Su):'' Missiles deal 1d6+1, double effect against Shield or Brooch of Protection. 1 use from Energy pool: Pierce Shield on successful CL check.
''Reflect Missile (Su):'' Immediate. 1 use from Energy pool. Spell turning on Magic Missiles stopped by Shield.
''Maximized Missile (Su):'' Maximized Missile, 1 use from Energy pool
Etceteris
!!!Requirements
&nbsp;&nbsp;''Alignment:'' Lawful Good.
&nbsp;&nbsp;''Base Attack:'' +10.
&nbsp;&nbsp;''Class Features:'' Smite Evil 5d8.
&nbsp;&nbsp;''Special Abilities:'' Aligned Strike (Good).
&nbsp;&nbsp;''Feats:'' Power Attack, [[Servant of the Heavens|Feat: Servant of the Heavens]], [[Exalted Smite|Feat: Exalted Smite]].
&nbsp;&nbsp;''Skills:'' Knowledge (Religion) 9 ranks.
!!!Class Features
|!|>|>|>|!The Holy Avenger |!Hit Dice: d12 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+1                         | +2 | +0 | +2 |Improved Smite Evil, Bestow Justice|
|''2nd''|+2                        | +3 | +0 | +3 |Blessed Smite Evil, Holy Arm +1d6|
|''3rd''|+3                         | +3 | +1 | +3 |Greater Smite Evil, Destroy Evil Item|
|''4th''|+4                         | +4 | +1 | +4 |Impairing Smite Evil, Holy Arm +2d6|
|''5th''|+5                         | +4 | +1 | +4 |Supreme Smite Evil, ???|
&nbsp;&nbsp;''Improved Smite Evil (Su): '' A Holy Avenger class levels stack with any other levels that grant Smite Evil for purposes of determining its total damage. The Holy Avenger also gains an additional use of Smite Evil at each class level. Finally, the Holy Avenger deals +1 point of damage per damage dice when using its Smite Evil special ability.
&nbsp;&nbsp;''Bestow Justice (Su):'' As a swift action, a Holy Avenger can touch an allied, non-evil creature and transfer one use from its Smite Evil ability to it. When using the smite attempt, the recipient creature uses the Holy Avenger's Charisma bonus and extra damage. Once bestowed, the Smite Evil remains in the recipient's possession of the recipient creature until it uses it or is slain (effectively reducing the Holy Avenger's pool by one). As a standard action, the Holy Avenger may reclaim the use from the recipient creature. A creature can have only one Smite Evil use bestowed on it at any given time.
&nbsp;&nbsp;''Holy Arm (Su):'' A 2nd-level Holy Avenger deals an extra 1d6 points of damage against creatures with the Evil subtype. This extra damage becomes 2d6 at 4th level.
&nbsp;&nbsp;''Blessed Smite Evil (Su):'' At 2nd level, the Holy Avenger gains a +8 Sacred bonus on rolls made to confirm a critical hit, but only when using its Smite Evil special ability.
&nbsp;&nbsp;''Destroy Evil Item (Su):'' A 3rd-level Holy Avenger deals double weapon damage when sundering objects with the Evil descriptor.
&nbsp;&nbsp;''Greater Smite Evil (Su):'' Starting at 3rd level, the Holy Avenger deals +1 point of damage per damage dice when using its Smite Evil special ability, which stacks with the bonus damage granted by Improved Smite Evil.
&nbsp;&nbsp;''Impairing Smite Evil (Su):'' Any creature affected by a 4th-level Holy Avenger's Smite Evil must make a Fotitude save (DC 10 + number of Smite Evil damage dice + Charisma modifier) or become slowed until the end of its turn. @@On a critical hit, the target is stunned for 1 round on a failed save.@@
&nbsp;&nbsp;''Supreme Smite Evil (Su):'' When a 5th-level Holy Avenger successfully uses Smite Evil, creatures with the Evil subtype within 10 feet of the target creature take one-half the extra damage dealt by the smite. @@In addition, on a critical hit the Paladin can expend an additional use of Smite Evil to deal +50% extra damage to the target creature, and increase the range of the Burst to 30 feet.@@
&nbsp;&nbsp;''??? (-):'' 
&nbsp;&nbsp;Etceteris
!!Requirements
&nbsp;&nbsp;''Base Attack:'' +5.
&nbsp;&nbsp;''Spellcasting:'' 1st-level Arcane spells.
&nbsp;&nbsp;''Feats:'' Focused Casting, 2 Combat feats.
&nbsp;&nbsp;''Skills:'' Knowlegde (Arcana) 8 ranks, Knowledge (Martial) 6 ranks.
!!Class Features
|!|>|>|>|!The Mage Knight |>|!Hit Dice: d10 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|''Arcane Spellcasting''|
|''1st''|+1| +2 |+0|+2|???|+1 Level|
|''2nd''|+2| +3 | +0 | +3 |——|+1 Level|
|''3rd''|+3| +3 | +1 | +3 |Bonus Feat|+1 Level|
|''4th''|+4| +4 | +1 | +4 |——|+1 Level|
|''5th''|+5| +4 | +1 | +4 |Arcane Boost|+1 Level|
|''6th''|+6/+1| +5 | +2 | +5 |——|+1 Level|
|''7th''|+7/+2| +5 | +2 | +5 |Bonus Feat|+1 Level|
|''8th''|+8/+3| +6 | +2 | +6 |——|+1 Level|
|''9th''|+9/+4| +6 | +3 | +6 |Battle Magic|+1 Level|
|''10th''|+10/+5| +7 | +3 | +7 |Greater Arcane Boost|+1 Level|
&nbsp;&nbsp;''Bonus Feats:'' At 3rd level, and again at 7th level, a Mage Knight gains a bonus feat, which can be either a Combat or Magic feat.
&nbsp;&nbsp;''Channel Spell (Sp):'' 
&nbsp;&nbsp;''Arcane Boost (Su):'' 
&nbsp;&nbsp;''Battle Magic (Ex):'' When an 9th-level Mage Knight makes a full attack, it can choose 
&nbsp;&nbsp;''Greater Arcane Boost (Su):'' 
|!|>|>|>|!The Marksman |!Hit Dice: d8 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+1                         | +0 | +2 | +0 |Take Aim, Superior Precision|
|''2nd''|+2                        | +0 | +3 | +0 |Take Aim (Distract)|
|''3rd''|+3                         | +1 | +3 | +1 |Bonus Feat|
|''4th''|+4                         | +1 | +4 | +1 |Take Aim (Knockdown)|
|''5th''|+5                         | +1 | +4 | +1 |Close Combat Shot|
|''6th''|+6                         | +2 | +5 | +2 |Take Aim (Restrict)|
|''7th''|+7                         | +2 | +5 | +2 |Bonus Feat|
|''8th''|+8                         | +2 | +6 | +2 |Take Aim (???)|
|''9th''|+9                         | +3 | +6 | +3 ||
|''10th''|+10/+5                | +3 | +7 | +3 |Master Sniper|
&nbsp;&nbsp;''Bonus Feats:'' At 3rd level and every four levels thereafter, the Marksman gains a bonus Combat feat, which must have either Precise Shot or Weapon Focus (any projectile weapon) as a prerequisite.
&nbsp;&nbsp;''Take Aim (Ex):'' As a standard action, the Marksman can make a single ranged attack with a projectile weapon. This is a Precision-based attack that deals an extra 1d8 points of damage per class level. In addition, starting at 2nd level, the Marksman can apply one special effect to the attack, which affects the creature damaged by the attack:
<<<
&nbsp;&nbsp;''Distract:'' The target takes a -2 penalty to AC and a -1 penalty on Reflex saves until the end of its next turn. On a critical hit, it takes a -4 penalty to AC and a -2 penalty to Reflex saves.
&nbsp;&nbsp;''Knockdown:'' The target is subject to a Trip attempt using the Marksman's Base Attack bonus and Dexterity modifier. The attack bonuses granted by Weapon Focus and similar abilites, as well as from Enhancements on its weapon apply to this check. On a critical hit, the target takes a -4 penalty on the Combat check.
&nbsp;&nbsp;''Restrict:'' The target must make a Reflex save (DC 10 + 1/2 Base Attack bonus + Dexterity modifier) or become staggered until the end of its next turn. On a critical hit, it becomes slowed until the end of its next turn.
&nbsp;&nbsp;''???:'' 
<<<
&nbsp;&nbsp;''Superior Precision (Ex):'' When an Marksman uses a projectile weapon, its precision range increases by 5 feet, plus an additional 5 feet for each two class levels.
&nbsp;&nbsp;''Close Combat Shot (Ex):'' Upon attaining 4th level, the Marksman doesn't provoke attacks of ooportunity when using ranged weapons, unless it opponent's Base Attack bonus is at least 4 points higher than its own.
&nbsp;&nbsp;''Master Sniper (Ex):'' A 10th-level Marksman using its Take Aim ability can simultaneously apply two special effects to the attack. Alternatively, it may apply only one effect, but increase the extra damage of the ability to 1d10 per class level.
Etceteris
!!Requirements
&nbsp;&nbsp;''Spellcasting:'' 3rd-level Conjuration (Summoning)
&nbsp;&nbsp;''Feats:'' Augment Summoning
&nbsp;&nbsp;''Skills:'' Spellcraft 8 ranks
!!Class Features
|!|>|>|>|!The Master Summoner|>|!Hit Dice: d6|
|''Level''|''Attack''&nbsp;|''Fort''|''Ref''|''Will''|''Special''|''Spellcasting''|
|''1st''|+0| +0 | +0 | +2 |Extended Summoning, Enhance Summons|+1 Level|
|''2nd''|+1| +0 | +0 | +3 |Fortify Summons|+1 Level|
|''3rd''|+1| +1 | +1 | +3 |Enhance Summons|+1 Level|
|''4th''|+2| +1 | +1 | +4 |Remote Sensing|+1 Level|
|''5th''|+2| +1 | +1 | +4 |Enhance Summons, Improved Remote Sensing|+1 Level|
&nbsp;&nbsp;''Class Skills (4 + Int modifier):'' Knowledge (Arcana, Religion, The Planes) [Int], Spellcraft [Int]
&nbsp;&nbsp;''Extended Summoning (Ex):'' The duration of any Conjuration (Summoning) spell cast by a Master Summoner is doubled.
&nbsp;&nbsp;''Enhance Summons (Su):'' At 1st level, and again at 3rd and 5th level, a Master Summoner can select one of the following special abilities, which affect any creature summoned by its spells. Unless otherwise noted, each ability grants a bonus equal to 1 + 1 point for each two class levels above 1st.
<<<
''Attack:'' Enhancement bonus on attack rolls, damage rolls and Combat checks.
''Defense:'' Deflection bonus to Armor Class.
''Resistance:'' Resistance bonus on all saving throws.
''Resilience:'' DR/Magic equal to twice class level.
''Alacrity:'' Enhancement bonus to speed (5 feet + 5 feet per two class levels above 1st).
<<<
&nbsp;&nbsp;''Fortify Summons (Ex):'' Starting at 2nd level, a Master Summoner adds its class level as a bonus to its caster level against any effect that dispels or repel creatures summoned by its spells. In addition, any creature summoned by its spells appears with 2 extra hit points per Hit Dice, and gains a bonus equal to its class level on saves against Compulsion effects.
&nbsp;&nbsp;''Remote Sensing (Sp):'' By concentrating (a standard action), a Master Summoner can forge a deep telepathic link with any creature summoned by it. He perceives anything the summoned creature can hear and see, and may mentally communicate with the creature for as long as it concentrates. This ability doesn't work across planes.
&nbsp;&nbsp;''Improved Remote Sensing (Sp):'' A 5th-level Master Summoner can use a full-round action to use its Remote Sensing ability in two summoned creatures at the same time. In addition, when concentrating on a Conjuration (Summoning) spell that requires a standard action each round, a Master Summoned may take a full-round action instead. While doing so, it gains the benefits of the Remote Sensing ability for the creature summoned by that spell.
Etceteris
!!Prerequisites
&nbsp;&nbsp;''Spellcasting:'' 2nd-level Arcane, 2nd-level Spiritual.
&nbsp;&nbsp;''Skills:'' Knowlegde (Arcana) 6 ranks, Knowlegde (Religion) 6 ranks, Spellcraft 8 ranks.
!!Class Features
|!|>|>|>|!The Mystic Theurge |!Hit Dice: d6 |>|>|!|
|''Level''|''Attack''|''Fort''|''Ref''|''Will''|''Special''|''Arcane Spellcasting''|''Spiritual Spellcasting''|
|''1st''|+0|+0|+0|+2|Spell Combination|+1 Level|+1 Level|
|''2nd''|+1|+0|+0|+3||+1 Level|+1 Level|
|''3rd''|+1|+1|+1|+3|Spell Synthesis 1/day|+1 Level|+1 Level|
|''4th''|+2|+1|+1|+4||+1 Level|+1 Level|
|''5th''|+2|+1|+1|+4||+1 Level|+1 Level|
|''6th''|+3|+2|+2|+5|Spell Synthesis 2/day|+1 Level|+1 Level|
|''7th''|+3|+2|+2|+5||+1 Level|+1 Level|
|''8th''|+4|+2|+2|+6||+1 Level|+1 Level|
|''9th''|+4|+3|+3|+6|Spell Synthesis 3/day|+1 Level|+1 Level|
|''10th''|+5|+3|+3|+7|Greater Spell Synthesis|+1 Level|+1 Level|
&nbsp;&nbsp;''Spellcasting:'' 
&nbsp;&nbsp;''Spell Combination (Ex):'' Etceteris
&nbsp;&nbsp;''Spell Synthesis (Ex):'' A Mystic Theurge can cast one Arcane and one Spiritual spell at the same time using a full-round action, but only if both spells have a casting time of 1 standard action or less. A Mystic Theurge can use this ability once per day for each three class levels it has.
&nbsp;&nbsp;''Greater Spell Synthesis (Ex):'' When using Spell Synthesis, any creature affected by both spells take a -2 penalty on saves made against those spells, and the Mystic Theurge gets a +2 bonus on spell penetration checks made against such creatures.
Etceteris
!!Requirements
&nbsp;&nbsp;''Feats:'' [[Mobility|Feat: Mobility]], [[Veil of Shadows|Feat: Veil of Shadows]]
&nbsp;&nbsp;''Skills:'' Concentration 8 ranks, Knowledge (The Planes) 8 ranks, Perception 8 ranks, Use Magic 8 ranks
!!Class Features
|!|>|>|>|!The Shadowdancer |!Hit Dice: d6|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|
|''1st''|+0    | +0 | +2 | +0 |Expert Talent, Ambusher, Evasion, Shadow Step (1d6 rounds)|
|''2nd''|+1    | +0 | +3 | +0 |Long Jaunt, Swift Jaunt|
|''3rd''|+2    | +1 | +3 | +1 |Expert Talent, Uncanny Dodge, Shadow Step (1d4 rounds)|
|''4th''|+3    | +1 | +4 | +1 |Supreme Jaunt, Shadow Dodge|
|''5th''|+3    | +1 | +4 | +1 |Expert Talent, Improved Evasion, Shadow Step (1d3 rounds),<br>Shadow Step Mastery|
&nbsp;&nbsp;''Skill Points:'' 8 + Intelligence modifier
&nbsp;&nbsp;''[[Expert Talents|Class Feature: Expert Talents]]:'' 
&nbsp;&nbsp;''Ambusher (Ex):'' 
&nbsp;&nbsp;''Evasion (Ex):'' 
&nbsp;&nbsp;''Shadow Step (Su):'' The Shadowdancer has the ability to teleport throught the Shadow Plane as a move action. When using this ability, it may move up to Close range (using its Hit Dice as the caster level). Shadow Step can be used at will, but after each use, the Shadowdancer must wait a number of rounds before using it again (initially 1d6 rounds, then 1d4 rounds at 3rd level, and finally 1d3 rounds at 5th level).
&nbsp;&nbsp;''Greater Jaunt (Ex):'' A 2nd-level Shadowdancer can increase the range of its Shadow Step to Medium by increasing its recharge time by 1 round.
&nbsp;&nbsp;''Swift Jaunt (Ex):'' At 2nd level, a Shadowdancer may choose to us its Shadow Step ability as a swift action. When the Shadowdancer uses this ability, the number of rounds before the ability recharges increases by 2.
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' 
&nbsp;&nbsp;''Supreme Jaunt (Ex):'' When a 4th level Shadowdancer uses its Greater Jaunt ability, it may choose to expend a standard action instead of a move acton in order to increase its range to Long.
&nbsp;&nbsp;''Immediate Jaunt (Ex):'' Upon attaining 4th level, a Shadowdancer gains the abilit to activate its Shadow Step as a immediate action, by increasing its recharge time by 3 rounds.
&nbsp;&nbsp;''Improved Evasion (Ex):'' 
&nbsp;&nbsp;''Shadow Step mastery (Ex):'' At 5th level, the Shadowdancer gains the ability to use its Shadow Step twice, tracking the recharge time for each use independently.
&nbsp;&nbsp;Etceteris
!!!Requirements
&nbsp;&nbsp;''Base Attack:'' +5.
&nbsp;&nbsp;''Spellcasting:'' 1st-level Psionic powers.
&nbsp;&nbsp;''Feats:'' Psionic Meditation, Psionic Weapon.
&nbsp;&nbsp;''Skills:'' Concentration 8 ranks, Knowledge: Psionics 8 ranks.
!!!Class Features
|!|>|>|>|!The Warmind |>|!Hit Dice: d10|
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|''Psionic Spellcasting''|
|''1st''|+1          | +2 | +0 | +2 |Mind Weapon, Insightful Defense|+1 Level|
|''2nd''|+2         | +3 | +0 | +3 |Psychic Strike +1d8, Augment Weapon I |——|
|''3rd''|+3          | +3 | +1 | +3 |Bonus Feat, Mettle |+1 Level|
|''4th''|+4          | +4 | +1 | +4 |Psychic Strike +2d8, Augment Weapon II |——|
|''5th''|+5          | +4 | +1 | +4 |Transmute Mind Weapon |+1 Level|
|''6th''|+6/+1     | +5 | +2 | +5 |Psychic Strike +3d8, Augment Weapon III |——|
|''7th''|+7/+2     | +5 | +2 | +5 |Bonus Feat, Improved Mettle |+1 Level|
|''8th''|+8/+3     | +6 | +2 | +6 |Psychic Strike +4d8, Augment Weapon IV |——|
|''9th''|+9/+4     | +6 | +3 | +6 |Greater Transmute Mind Weapon |+1 Level|
|''10th''|+10/+5 | +7 | +3 | +7 |Psychic Strike +5d8, Augment Weapon V |——|
&nbsp;&nbsp;''Skill Points:'' 4 + Intelligence modifier.
&nbsp;&nbsp;''Bonus Feats:'' At 3rd level and again at 7th level, a Mindblade gains a bonus feat, which can be either a Combat or Psionic feat.
&nbsp;&nbsp;''Mind Weapon (Su):'' At will as a swift action, a Warmind can create a weapon made from condensed mental energy. The Warmind can emulate the shape of any melee weapon it knows when using this ability. A Mind Weapon is equal in most aspects to a normal wepon of its kind, except that it has a negligible weight, thus gaining the Finesse property. A Mind Weapon has a base Hardness of 10, and hit points equal to 10 + the Warmind's class level. A Mind Weapon shines, giving light equal to that of a torch. If the Warmind relinquishes the grasp of a Mind Weapon, it dissapears (unless it throws it).
&nbsp;&nbsp;A Mind Weapon has an Enhancement bonus on attack and damage rolls equal to one-third the Warmind's Hit Dice. The Mind Weapon's Hardness and hit points increase according to the Enhancement. As a swift action, the Warmind can increase the Enhancement bonus of its Mind Weapon by an amount no higher than one-half its normal bonus, by expending Psionic points equal to twice the bonus gained. The Warmind can empower multiple Mind Weapons with a single swift action, paying the Psionic point cost for each one.
&nbsp;&nbsp;If it chooses to, a Warmind can use this ability to create multiple weapons, expending a swift action each time. Each Mind Weapon created after the first reduces all weapons' Enhancement bonus by 1 point (minimum +0). A Mind Weapon without an Enhancement bonus is still treated as a Magic weapon for purposes of overcoming damage reduction.
&nbsp;&nbsp;A Mind Weapon can be thrown, with a range increment of 30 feet. Regardless of the form of a Mind Weapon, it deals a base damage of 1d8 when thrown, with a critical of 20×3 or 19×2 (user's choice when making the attack).
&nbsp;&nbsp;''Insightful Defense (Ex):'' 
&nbsp;&nbsp;''Psychic Strike (Su):'' As a swift action, a 2nd-level Warmind can infuse its Mind Weapon with destructive psionic energy. On the next successful attack it makes against a living, non-mindless creature, it deals an additional 1d8 points of Mental damage per two class levels. A Warmind's Mind Weapon retains the charge for this ability until strikes an appropiate creature or the weapon is dismissed or destroyed. If a charged Mind Weapon is thrown, the effect of Psychic Strike is expended whether the attack hits or misses. Even if a Warmind creates multiple weapons, he can use Psychic Strike once once at any given time.
&nbsp;&nbsp;''Augment Weapon (Su):'' Starting at 2nd level, when the Warmind creates its Mind Weapon, it gains special abilities with a total ehnancement value equal to one-half its class level. The following abilities are allowed: Potent, Mighty, Merciful, Vicious, Keen/Impact, Vorpal/Collision, Deadly, Vampiric, Speed, Ki Focus, Defending, Disarming, Seeking, Ghost, Spectral, Energy Strike (Corrosive, Dessicating, Flaming, Freezing, Shocking, Thundering), Energy Burst, Energy Bolt, Kinetic, Kinetic Burst, Kinetic Bolt, @@Bane,@@ Distance, Returning.
&nbsp;&nbsp;reassignation
&nbsp;&nbsp;''Mettle (Ex):'' 
&nbsp;&nbsp;''Transmute Mind Weapon (Su):'' 
&nbsp;&nbsp;''Improved Mettle (Ex):'' 
&nbsp;&nbsp;''Greater Transmute Mind Weapon (Su):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
!!Class Variants
*[[---|Prestige Class: Warmind Variant - ]]: Description
*[[---|Class: - Variant - ]]: Description
Feats: Kinetic Strike, Aligned Mind Weapon
Powers: Enlarge Mind Weapon
Etceteris
!!!Requirements
&nbsp;&nbsp;''Base Attack:'' +5
&nbsp;&nbsp;''Weapon and Armor Proficiencies:'' Martial weapons
&nbsp;&nbsp;''Class Features:'' Primary Spiritual Domain (War), Spiritual Channeling
&nbsp;&nbsp;''Spellcasting:'' 1st-level Spiritual spells
&nbsp;&nbsp;''Skills:'' Diplomacy 5 ranks, Knowledge (Martial) 5 ranks
!!!Class Features
|!|>|>|>|!The Battle Herald |>|!Hit Dice: d10 |
|''Level''|''Attack''| ''Fort'' | ''Ref'' | ''Will'' |''Special''|''Spiritual Spellcasting''|
|''1st''|+1                         | +2 | +0 | +2 |Continued Advancement, Battle Rally, Inspire Courage +2|—— |
|''2nd''|+2                        | +3 | +0 | +3 ||+1 Level |
|''3rd''|+3                         | +3 | +1 | +3 ||—— |
|''4th''|+4                         | +4 | +1 | +4 ||+1 Level |
|''5th''|+5                         | +4 | +1 | +4 |Inspire Courage +3|—— |
|''6th''|+6/+1                    | +2 | +0 | +2 |Bolster Ally|+1 Level |
|''7th''|+7/+2                    | +3 | +0 | +3 ||—— |
|''8th''|+8/+3                    | +3 | +1 | +3 ||+1 Level |
|''9th''|+9/+4                    | +4 | +1 | +4 |Inspire Courage +4|—— |
|''10th''|+10/+5                | +4 | +1 | +4 |Implacable Foe|+1 Level |
''Continued Advancement (Ex):'' A Warpriest class levels stack with those of any class that grants uses to its Channeling pool.
''Battle Rally (Ex)'' A Warpriest emanates a 60-foot aura that allows its allies to overcome fear and other negative emotions. Any creature in the aura that fails a save against a harmful Morale effect may attempt a new save at the start of its next turn. Only one additional save is allowed by this aura alone, but the Warpriest may use a standard action to give all allies affected by a Morale effect within range and additional save against it, with a bonus equal to the Warpriest's class level. A creature can only gain one additional save per round by the effect of this ability.
''Inspire Courage (Ex):'' 
''Bolster Ally (Ex):'' 
''Implacable Foe (Su):'' As a swift action, a 10th-level Warpriest can expend 3 uses from its Channeling pool to activate this ability. For 1 round per class level, any allied creature starting its turn within the rangeof its Battle Rally aura gains 20 temporary hit points and reduces any death penalties by two steps until the start of its next turn. Hit points gained through this ability stack with themselves, up to a maximum equal to one-half the creature's total hit points. A creature that moves away from the range of this ability retains the benefits until the start of its next turn.
&nbsp;&nbsp;También llamada ''Altarizeni'' (Genio: //Nueva Visión del Mundo//). Se trata de un conflicto a gran escala, ocurrido durante la [[Era de los Dioses]], en el cual se enfrentan dos facciones: Los teócratas, guiados por el [[Divino]] [[Ebiatzer]], y los Designantes Mortales, encabezados por seis de las [[Tribus del Mundo]].
!!!
!!!Consecuencias
&nbsp;&nbsp;Desaparición de las Tribus del Mundo como potencia en Lauremia.
&nbsp;&nbsp;Los Axiomas decretan el [[Edicto de Restricción]], que limita la influencia divina en Krintana.
En ésta región, ubicada al sur de Lauremia, se agrupan varios de los estados más prósperos y poderosos del continente, incluyendo a la totalidad de los miembros de la [[Liga de Reinos]].
!!Naciones
[[Netti]]
&nbsp;&nbsp;''Medium Humanoid (Dwarf)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Constitution|''+3'' Constitution|''+4'' Constitution|''+5'' Constitution|''+6'' Constitution|
|''Resist''|Poison +2, Spells +2|Poison +3|Poison +4, Spells +3|Poison +5|Poison +6, Spells +4|
|''Skills''|Endurance +2|Endurance +3|Endurance +4|Endurance +5|Endurance +6|
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft.
&nbsp;&nbsp;''Speed:'' Land 25 ft.
&nbsp;&nbsp;''Resistances:'' Stability +4.
&nbsp;&nbsp;''Stonecunning (Ex):'' A Hill Dwarf gets a +2 Racial bonus on Perception checks to notice unusual stonework and is entitled to an automatic Perception check when it comes within 10 feet of it.
&nbsp;&nbsp;''Encumbered Mobility (Ex):'' A Hill Dwarf’s land speed penalty due to encumbrance is reduced by one step.
&nbsp;&nbsp;''Skills:'' Craft (Stone or Metal +2).
&nbsp;&nbsp;''Alignment:'' Usually Lawful.
&nbsp;&nbsp;''Medium Aberration (Psionic)''
&nbsp;&nbsp;Level Adjustment ''+1''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|Intelligence +2||Intelligence +3||Intelligence +4|
|''Special''||Bonus Feat||Bonus Feat||
|''Skill''|Concetration +2|Concetration +3|Concetration +4|Concetration +5|Concetration +6|
&nbsp;&nbsp;''+2'' Charisma
&nbsp;&nbsp;''Skill Aptitude (Ex):'' 
&nbsp;&nbsp;''Psionic Talent (Ex):'' An Elan gains 1 Psionic point for each hit Dice.
&nbsp;&nbsp;''Psychic Resilience (Su):'' When an Elan takes damage, it can activate this ability as an immediate action by expending Psionic points (maximum equal to its Hit Dice). It negates an amount of damage equal to twice the number of points spent.
&nbsp;&nbsp;''Psychic Ward (Su):'' As an immediate action, an Elan can expend 1 Psionic point to gain a +2 Resistance bonus on a single saving throw.
&nbsp;&nbsp;''Skills:'' Spellcraft (Psionics +2)

[[Feat: Elan Retainment]]
[[Feat: Elan Retainment, Improved]]
[[Feat: Elan Susteinance]]
[[Feat: Elan Susteinance, Improved]]
[[Feat: Psychic Resilience, Improved]]
[[Feat: Psychic Resilience, Superior]]
[[Feat: Psychic Ward, Improved]]
[[Feat: Psychic Ward, Superior]]
&nbsp;&nbsp;''Medium Humanoid (Drow)''
&nbsp;&nbsp;Level Adjustment ''+2''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+4'' Dexterity|''+5'' Dexterity|''+6'' Dexterity|''+7'' Dexterity|''+8'' Dexterity|
|''Resist''|Will (Spells +2)||Will (Spells +3)||Will (Spells +4)|
|''Special''|Elven Acuity<br>(Concealed) 5 ft|Elven Acuity<br>(Supernatural) 5 ft|Elven Acuity<br>(Supernatural) 10 ft|Elven Acuity<br>(Planar) 10 ft|Elven Acuity<br>(Planar) 20 ft|
|''Skills''|Perception +2|Perception +3|Perception +4|Perception +5|Perception +6|
&nbsp;&nbsp;''+2'' Intelligence, ''+2'' Charisma
&nbsp;&nbsp;''Senses:'' Low-light vision, Darkvision 120 ft, Keen Senses.
&nbsp;&nbsp;''Resistances:'' Disease +2, Poison +2.
&nbsp;&nbsp;''Immunities:'' Sleep.
&nbsp;&nbsp;''Weakness:'' Light Blindness.
&nbsp;&nbsp;''Special Qualities:'' Spell Resistance (10 + Hit Dice).
&nbsp;&nbsp;''Elven Acuity (Ex):'' When a Drow Elf comes within 5 feet of a concealed (or invisible) creature or object, it is entitled to an automatic Perception check as if it were actively searching it. The range of this ability increases to 10 feet at 11th level, and to 20 feet at 21st level.
&nbsp;&nbsp;A 6th-level Drow Elf  is entitled to an automatic Perception check to detect a magical aura or energy-based creature (Undead, Deathless and Elementals) that comes within range of this ability.
&nbsp;&nbsp;At 16th level, a Drow Elf ability to sense magic extends into adjacent physical planes, but the check's DC increases by 20 in such cases.
&nbsp;&nbsp;''Spell-like Abilities:'' Caster Level equal to Hit Dice.
&nbsp;&nbsp;&nbsp;&nbsp;''At Will'' – //Dancing Lights//
&nbsp;&nbsp;&nbsp;&nbsp;''1/day'' – //Darkness//, //Faerie Fire//
&nbsp;&nbsp;''Skills:'' [[Perception|Skill: Perception]] (Sense Magic +10)
&nbsp;&nbsp;''Weapon Proficiency:'' Blades, Crossbows
&nbsp;&nbsp;''Alignment:'' Usually Chaotic Evil
&nbsp;&nbsp;''Medium Humanoid (Elf)''
&nbsp;&nbsp;Level Adjustment ''+1''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Dexterity|''+3'' Dexterity|''+4'' Dexterity|''+5'' Dexterity|''+6'' Dexterity|
|''Resist''|Will (Spells +2)|——|Will (Spells  +3)|——|Will (Spells  +4)|
|''Special''|Elven Acuity<br>(Concealed) 5 ft|Elven Acuity<br>(Supernatural) 5 ft|Elven Acuity<br>(Supernatural) 10 ft|Elven Acuity<br>(Planar) 10 ft|Elven Acuity<br>(Planar) 20 ft|
|''Skills''|Perception +2|Perception +3|Perception +4|Perception +5|Perception +6|
&nbsp;&nbsp;''+2'' Intelligence.
&nbsp;&nbsp;''Senses:'' Superior Low-light vision, Keen Senses.
&nbsp;&nbsp;''Resistances:'' Disease +2.
&nbsp;&nbsp;''Immunities:'' Sleep.
&nbsp;&nbsp;''Elven Acuity (Ex):'' When a Gray Elf comes within 5 feet of a concealed (or invisible) creature or object, it is entitled to an automatic Perception check as if it were actively searching it. The range of this ability increases to 10 feet at 11th level, and to 20 feet at 21st level.
&nbsp;&nbsp;A 6th-level Gray Elf is entitled to an automatic Perception check to detect a magical aura or energy-based creature (Undead, Deathless and Elementals) that comes within range of this ability.
&nbsp;&nbsp;At 16th level, a Gray Elf ability to sense magic extends into adjacent physical planes, but the check's DC increases by 20 in such cases.
&nbsp;&nbsp;''Skills:'' Perception (Sense Magic +10).
&nbsp;&nbsp;''Weapon Proficiency:'' Blades, Bows.
&nbsp;&nbsp;''Alignment:'' Usually Neutral Good.
&nbsp;&nbsp;''Medium Humanoid (Elf)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Dexterity|''+3'' Dexterity|''+4'' Dexterity|''+5'' Dexterity|''+6'' Dexterity|
|''Resist''|Spells (Mental +2)|——|Spells (Mental +3)|——|Spells (Mental +4)|
|''Special''|Elven Acuity<br>(Concealed) 5 ft|Elven Acuity<br>(Supernatural) 5 ft|Elven Acuity<br>(Supernatural) 10 ft|Elven Acuity<br>(Planar) 10 ft|Elven Acuity<br>(Planar) 20 ft|
|''Skills''|Perception +2|Perception +3|Perception +4|Perception +5|Perception +6|
&nbsp;&nbsp;''Senses:'' Low-light vision, Keen Senses.
&nbsp;&nbsp;''Resistances:'' Disease +2.
&nbsp;&nbsp;''Immunities:'' Sleep.
&nbsp;&nbsp;''Elven Acuity (Ex):'' When a High Elf comes within 5 feet of a concealed (or invisible) creature or object, it is entitled to an automatic Perception check as if it were actively searching it. The range of this ability increases to 10 feet at 11th level, and to 20 feet at 21st level.
&nbsp;&nbsp;A 6th-level High Elf is entitled to an automatic Perception check to detect a magical aura or energy-based creature (Undead, Deathless and Elementals) that comes within range of this ability.
&nbsp;&nbsp;At 16th level, a High Elf ability to sense magic extends into adjacent physical planes, but the check's DC increases by 20 in such cases.
&nbsp;&nbsp;''Elven Trance (Ex):'' 
&nbsp;&nbsp;''Skills:'' Perception (Sense Magic +10).
&nbsp;&nbsp;''Weapon Proficiency:'' Blades, Bows.
&nbsp;&nbsp;''Alignment:'' Usually Chaotic Good.
&nbsp;&nbsp;''Medium Humanoid (Elf)''
&nbsp;&nbsp;Level Adjustment ''+1''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Dexterity|''+3'' Dexterity|''+4'' Dexterity|''+5'' Dexterity|''+6'' Dexterity|
|''Resist''|Will (Spells +2)|——|Will (Spells  +3)|——|Will (Spells  +4)|
|''Special''|Elven Acuity<br>(Concealed) 5 ft|Elven Acuity<br>(Supernatural) 5 ft|Elven Acuity<br>(Supernatural) 10 ft|Elven Acuity<br>(Planar) 10 ft|Elven Acuity<br>(Planar) 20 ft|
|''Skills''|Perception +2|Perception +3|Perception +4|Perception +5|Perception +6|
&nbsp;&nbsp;''+2'' Wisdom.
&nbsp;&nbsp;''Senses:'' Low-light vision, Keen Senses.
&nbsp;&nbsp;''Resistances:'' Disease +2, Poison +2.
&nbsp;&nbsp;''Immunities:'' Sleep.
&nbsp;&nbsp;''Elven Acuity (Ex):'' When a Wild Elf comes within 5 feet of a concealed (or invisible) creature or object, it is entitled to an automatic Perception check as if it were actively searching it. The range of this ability increases to 10 feet at 11th level, and to 20 feet at 21st level.
&nbsp;&nbsp;A 6th-level Wild Elf is entitled to an automatic Perception check to detect a magical aura or energy-based creature (Undead, Deathless and Elementals) that comes within range of this ability.
&nbsp;&nbsp;At 16th level, a Wild Elf ability to sense magic extends into adjacent physical planes, but the check's DC increases by 20 in such cases.
&nbsp;&nbsp;''Skills:'' Perception (Sense Magic +10).
&nbsp;&nbsp;''Weapon Proficiency:'' Blades, Bows.
&nbsp;&nbsp;''Alignment:'' Usually Neutral Good.
&nbsp;&nbsp;''Medium Humanoid (Gnome)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Constitution|''+3'' Constitution|''+4'' Constitution|''+5'' Constitution|''+6'' Constitution|
|''Resist''|Illusions +2||Illusions +3||Illusions +4|
|''Skills''||||||
&nbsp;&nbsp;''-2'' Strength, ''+2'' Dexterity
&nbsp;&nbsp;''Small Size:'' +1 Size bonus to Armor Class and attack rolls. -4 Size penalty on Combat checks, and on Potency and Intimidate checks. +4 Size bonus on Stealth (Hide) checks. Lifting and carrying limits are three quarters of those of a Medium creature.
&nbsp;&nbsp;''Senses:'' Low-light vision
&nbsp;&nbsp;''Speed:'' Land 25 ft
&nbsp;&nbsp;''Fey Lineage (Ex):'' A Rock Gnome gains a +4 Racial bonus on saving throws against spell effects that don't work on Fey-type creatures.
&nbsp;&nbsp;''~Spell-Like Abilities:'' Caster Level equal to ½ Hit Dice (minimum 1).
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3/day (Total) – //Dancing Lights//, //Ghost Sound//, //Prestidigitation//
&nbsp;&nbsp;''Skills:'' Perception (Listen +2), Craft (Alchemy +2)
&nbsp;&nbsp;''Alignment:'' Often Neutral Good
&nbsp;&nbsp;&nbsp;&nbsp;''Small Humanoid (Halfling)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Resist''|Saving Throws +1<br>Morale +2|Morale +3|Saving Throws +2<br>Morale +4|Morale +5|Saving Throws +3<br>Morale +6|
|''Skills''|Athletics +2<br>Stealth (Skulk +2)|Athletics +3<br>Stealth (Skulk +3)|Athletics +4<br>Stealth (Skulk +4)|Athletics +5<br>Stealth (Skulk +5)|Athletics +6<br>Stealth (Skulk +6)|
|''Special''||Luck Streak 1/day||Luck Streak 2/day||
&nbsp;&nbsp;''-2'' Strength, ''+2'' Dexterity.
&nbsp;&nbsp;''Small Size:'' +1 Size bonus to Armor Class and attack rolls. -4 Size penalty on Combat and Potency checks. +4 Size bonus on Stealth (Hide) checks. Lifting and carrying limits are three quarters of those of a Medium creature.
&nbsp;&nbsp;''Senses:'' Low-light vision.
&nbsp;&nbsp;''Speed:'' Land 25 ft.
&nbsp;&nbsp;''Expert Thrower (Ex):'' A Halfling gets a +1 Racial bonus on ranged attacks rolls made with slings and thrown weapons.
&nbsp;&nbsp;''Luck Streak (Ex):'' Once per day, 6th-level Halfling may reroll a single d20 as a free action, with a +2 Luck bonus on the new roll. An 16th-level Halfling can use this ability twice per day, and the Luck bonus on the reroll increases to +4.
&nbsp;&nbsp;''Skills:'' Perception (Listen) +2.
&nbsp;&nbsp;''Alignment:'' Usually Neutral.
&nbsp;&nbsp;''Medium Humanoid (Goblin)''
&nbsp;&nbsp;Level Adjustment ''+1''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Strength<br>''+2'' Dexterity|''+3'' Strength|''+3'' Dexterity|''+4'' Strength|''+4'' Dexterity|
|''Special''||||||
|''Resist''|Morale +2|Morale +3|Morale +4|Morale +5|Morale +6|
|''Skills''|Athletics +2|Athletics +3|Athletics +4|Athletics +5|Athletics +6|
&nbsp;&nbsp;''+2'' Dexterity.
&nbsp;&nbsp;''Senses:'' Low-light vision, Darkvision 60 ft, Keen Senses.
&nbsp;&nbsp;''Speed:'' Land 35 ft.
&nbsp;&nbsp;''Skills:'' Endurance +2.
&nbsp;&nbsp;''Bonus Feats:'' Blind-fight.
&nbsp;&nbsp;''Alignment:'' Usually Lawful Neutral.
|''Special''|Blind-fight<br>Initiative +2|Lesser Blindsense 5 ft<br>Initiative +2|Blindsense 5 ft|Blindsight 5 ft<br>Initiative +4|Blindsight 10 ft|
&nbsp;&nbsp;''Medium Humanoid (Human)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Special''|Bonus Feat|Bonus Feat|Bonus Feat|Bonus Feat|Bonus Feat|
&nbsp;&nbsp;''Skill Talent (Ex):'' Humans gain 4 extra skill points at first level, and 1 extra skill point every level thereafter.
&nbsp;&nbsp;''Alignment:'' Usually Neutral
&nbsp;&nbsp;''Medium Humanoid (Drow, Human)''
&nbsp;&nbsp;Level Adjustment ''+1''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Dexterity||''+3'' Dexterity||''+4'' Dexterity|
|''Special''||Bonus Feat||Bonus Feat||
|''Skills''|Perception +1||Perception +2||Perception +3|
&nbsp;&nbsp;''+2'' Charisma
&nbsp;&nbsp;''Senses:'' Low-light vision, Darkvision 60 ft
&nbsp;&nbsp;''Resistances:'' Sleep +4, Will (Spells +2)
&nbsp;&nbsp;''Skill Aptitutde (Ex):'' A ~Half-Drow gains 2 extra skill points at 1st level, and 1 extra skill point every two levels thereafter.
&nbsp;&nbsp;''Elven Rest (Ex):'' A ~Half-Drow needs only six hours of sleep each day, instead of eight.
&nbsp;&nbsp;''Skills:'' Diplomacy +2, Insight +2, Perception (Sense Magic +5)
&nbsp;&nbsp;''Medium Humanoid (Elf, Human)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Dexterity||''+3'' Dexterity||''+4'' Dexterity|
|''Special''||Bonus Feat||Bonus Feat||
|''Skills''|Perception +1||Perception +2||Perception +3|
&nbsp;&nbsp;''Senses:'' Low-light vision.
&nbsp;&nbsp;''Resistances:'' Sleep +8, Spells (Mental +2).
&nbsp;&nbsp;''Skill Aptitutde (Ex):'' A ~Half-Elf gains 2 extra skill points at 1st level, and 1 extra skill point every two levels thereafter.
&nbsp;&nbsp;''Elven Rest (Ex):'' A ~Half-Elf needs only six hours of sleep each day, instead of eight.
&nbsp;&nbsp;''Skills:'' Diplomacy +2, Insight +2, Perception (Sense Magic +5).
&nbsp;&nbsp;''Medium Humanoid (Human, Orc)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+2'' Strength||''+3'' Strength||''+4'' Strength|
|''Special''||Bonus Feat||Bonus Feat||
|''Skills''|Intimidate +1<br>Potency +1||Intimidate +2<br>Potency +2||Intimidate +3<br>Potency +3|
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft.
&nbsp;&nbsp;''Skill Aptitutde (Ex):'' A ~Half-Orc gains 2 extra skill points at 1st level, and 1 extra skill point every two levels thereafter.
&nbsp;&nbsp;''Medium Outsider (Native, Illuminian)''
&nbsp;&nbsp;Level Adjustment ''+1''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Resist''||||||
|''Special''||Bonus Feat||Bonus Feat||
|''Skills''||||||
&nbsp;&nbsp;''+2'' Wisdom
&nbsp;&nbsp;''Senses:'' 
&nbsp;&nbsp;''Resistances:'' Spells (Shadow +2).
&nbsp;&nbsp;''Immunities:'' 
&nbsp;&nbsp;''Weaknesses:'' 
&nbsp;&nbsp;''Special Qualities:'' Spell Resistance (12 + Hit Dice)
&nbsp;&nbsp;''Natural Attacks:'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''... (-):'' 
&nbsp;&nbsp;''Skills:'' 
&nbsp;&nbsp;''Bonus Feats:'' 
&nbsp;&nbsp;''Alignment:'' Usually Lawful.
&nbsp;&nbsp;''Medium Humanoid (Orc)''
|!Level|!1st|!6th|!11th|!16th|!21st|
|''Ability''|''+4'' Strength|''+5'' Strength|''+6'' Strength|''+7'' Strength|''+8'' Strength|
|''Skills''|Intimidate +2<br>Potency +2|Intimidate +3<br>Potency +3|Intimidate +4<br>Potency +4|Intimidate +5<br>Potency +5|Intimidate +6<br>Potency +6|
&nbsp;&nbsp;''-2'' Intelligence.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft.
&nbsp;&nbsp;''Weaknesses:'' Light Sensitivity.
&nbsp;&nbsp;''Skills:'' Endurance +2.
&nbsp;&nbsp;''Alignment:'' Usually Chaotic.
Etceteris
*[[Common|Races: Common]]
**[[Variants|Races: Common, Variant]]
*[[Exotic|Races: Exotic]]
*[[Templates|Races: Templates]]
Etceteris
*[[Human|Race: Human]]
*[[Elf, High|Race: Elf, High]]
*[[Dwarf, Hill|Race: Dwarf, Hill]]
*[[Orc|Race: Orc]]
*[[Halfling|Race: Halfling]]
Etceteris
*[[Human, Half-Elf|Race: Human, Half-Elf]]
*[[Human, Half-Orc |Race: Human, Half-Orc]]
*[[Elf, Gray|Race: Elf, Gray]]
*[[Elf, Wild|Race: Elf, Wild]]
*[[Dwarf, Gold|Race: Dwarf, Gold]]
*[[Dwarf, Stone|Race: Dwarf, Stone]]
Etceteris
!!!Humanoids
*[[Hobgoblins|Race: Hobgoblin]]
*[[Elf, Drow|Race: Elf, Drow]]
*[[Gnome, Rock|Race: Gnome, Rock]]???
*[[Kobolds|Race: Kobold]]
*[[Spellscales|Race: Spellscale]]
*[[Illuminians|Race: Illuminian]]
*[[Elan|Race: Elan]]
*[[Bhukas|Race: Bhuka]]
*[[Human, Half-Drow|Race: Human, Half-Drow]]
*[[Gnome, Forest|Race: Gnome, Forest]]
!!!Monstrous Humanoids
*[[Goliaths|Race: Goliath]]
*[[Lizardfolk|Race: Lizardfolk]]
*[[Catfolk|Race: Catfolk]]
*[[Raptorans|Race: Raptoran]]
*[[Darfellan|Race: Darfellan]]
*[[Yuan-ti Halfblood|Race: Yuan-ti Halfblood]]
*[[Thri-Kreen|Race: Thri-Kreen]]
Etceteris
!!!Monsters
*[[Draconic|Races: Templates, Draconic]]
!!!Planetouched
*[[Archon|Races: Templates, Archon]]
*[[Baatezu|Races: Templates, Baatezu]]
*[[Eladrin|Races: Templates, Eladrin]]
*[[Tana'ri|Races: Templates, Tana'ri]]
Etceteris
*[[Half-Archon|Template: Planetouched, Half-Archon]]
*[[Aasithar|Template: Planetouched, Aasithar]]
*[[Aasimar|Template: Planetouched, Aasimar]]
Etceteris
*[[|Template: Planetouched, ]]
*[[|Template: Planetouched, ]]
*[[Tiefling|Template: Planetouched, Tiefling]]
Etceteris
*[[Half-Dragon|Template: Half-Dragon]]
*[[Dragonchild|Template: Dragonchild]]
*[[Dracoling|Template: Dracoling]]
*[[Draconic Creature|Template: Draconic Creature]]
Etceteris
*[[|Template: Planetouched, ]]
*[[|Template: Planetouched, ]]
*[[Fallalid|Template: Planetouched, Fallalid]]
Etceteris
*[[|Template: Planetouched, ]]
*[[|Template: Planetouched, ]]
*[[Antralith|Template: Planetouched, Antralith]]
&nbsp;&nbsp;''Conjuration [Shadow]''
&nbsp;&nbsp;''Requirements:'' Caster Level 5th or Use Magic 9 ranks.
&nbsp;&nbsp;''Components:'' V, F, M.
&nbsp;&nbsp;''Casting Time:'' 10 minutes (see text).

&nbsp;&nbsp;//Descrption//

&nbsp;&nbsp;The execution of this ritual allows the user to gather a small amount of stabilized shadowstuff usually known as "Noctis". Each casting of the ritual allows you to gather up to 1 point of Noctis per caster level (or 1 point per two ranks of Use Magic). The casting of this ritual requires the use of a special focus called [[Shadow Vessel|Tool: Shadow Vessel]] which allows the Noctis to be safely contained. The casting time of this ritual is 10 minutes, plus 1 additional minute per point of Noctis collected.
&nbsp;&nbsp;//Focus:// Instruments costing 500 gp, plus Shadow Vessel.
&nbsp;&nbsp;//Cost:// 250 gp for each point of Noctis. 
&nbsp;&nbsp;''Conjuration [Shadowforge]''
&nbsp;&nbsp;''Requirements:'' Caster Level 1st or Use Magic 3 ranks.
&nbsp;&nbsp;''Components:'' V, S, Noctis, Haaqi
&nbsp;&nbsp;''Casting Time:'' 1 round
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels)
&nbsp;&nbsp;''Duration:'' Permanent (D)

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;A Tiny-sized construct comes into being at the completion of the ritual. It has the following statistics:
<<<
&nbsp;&nbsp;''Hit Dice:'' For all purposes, a Shadow Steward is considered to have a Hit Dice equal to one-half yours.
&nbsp;&nbsp;''Ability Scores:'' Strength 2. Dexterity 10. No Constitution score. Mental ability scores are equal to yours, minus four.
&nbsp;&nbsp;''Hit Points:'' Equal to twice your Hit Dice.
&nbsp;&nbsp;''Saves:'' Uses your Base Save bonuses.
&nbsp;&nbsp;''Speed:'' Fly 30 ft (Perfect maneuverability).
&nbsp;&nbsp;''Senses:'' Detect Magic 60-ft Radius (Caster Level equal to your Hit Dice).
<<<
&nbsp;&nbsp;A Shadow Steward remains undefinitely unless you and it are on different planes, or it is destroyed. A Shadow Steward is immune to standard weapon damage, but can be destroyed with energy and magical attacks. Its has resistance 5 to all kinds of energy.
&nbsp;&nbsp;//Haaqi Cost:// A Shadow Steward remains as long as your Haaqi pool is not empty.
&nbsp;&nbsp;//Noctis Cost:// 4 points.
|!Level|!Feat|!Ability|!Mental|!Gestalt|
|''1st''|1st|||1st|
|''2nd''||||
|''3rd''|2nd|||
|''4th''||||
|''5th''|3rd|||2nd|
|''6th''||1st|1st|
|''7th''|4th|||
|''8th''||2nd||
|''9th''|5th|||3rd|
|''10th''||3rd||
|''11th''|6th||2nd|
|''12th''||4th||
|''13th''|7th|||4th|
|''14th''||5th||
|''15th''|8th|||
|''16th''||6th|3rd|
|''17th''|9th|||5th|
|''18th''||7th||
|''19th''|10th|||
|''20th''||8th||
|''21st''|11th||4th|6th|
Unless otherwise noted, a effect causing a special condition doesn't stack with itself
!!!Tactical
*''Off-guard:'' 
**''Flat-footed:'' 
*''Invisible:'' 
!!!Metabolic
*''Fatigue:'' -2 penalty to Strength and Dexterity. Cannot charge or run. Becomes exhausted if affected a second time. Most forms of fatigue are removed by 8 hours of rest.
**''Exhaustion:'' As Fatigue, but -6 penalty to Strength and Dexterity. All speeds are reduced by half.
*''Sickness:'' -2 on attack rolls, saves and checks. Becomes nauseated if affected a second time.
**''Nausea:'' [Metabolic] As Sickness. Cannot cast spells or use abilities that requires concentration. Limited to one move action per round.
!!!Morale
*''Shaken:'' 
!!!Sight-based
*''Dazzled:'' -2 on Perception (Spot) checks. -2 on Athletics, Acrobatics and Perception (Search) checks. Treats all creatures and objects as having Soft Concealment.
**''Veiled:'' -4 on Perception (Spot) checks. -2 on Athletics, Acrobatics and Perception (Search) checks. Treats all creatures and objects as having Concealment.
***''Blinded:'' Can't make Perception (Spot) checks. -4 on Athletics, Acrobatics and Perception (Search) checks. Treats all creatures and objects as having Total Concealment.
!!Special Conditions
&nbsp;&nbsp;''Summoned:'' A summoned creature can't cast spells, use spell-like abilities, or any ability that requires concentration. It is not subject to Morale or Charm effects, and takes only half damage from Mental attacks and abilities, but can be controlled using Compulsion effects like //Dominate Monster// or similar magic. The effect of positive and negative energy on a summoned creature is also reduced by one-half.
!!!Dying States
A dying creature incurs in the relevant conditions and penalties even if normally immune to them.
&nbsp;&nbsp;''Zero:'' The creature is staggered.
&nbsp;&nbsp;''Up to one-eighth total:'' The creature is slowed. Taking a strenous action (any standard action, casting a spell or making a Strength-based, Escape Artist or Acrobatics check) deals 1d2 points of damage to it.
&nbsp;&nbsp;''Up to one-quarter total:'' The creature is stunned. The creature must roll a stabilization check to avoid taking 1d2 points of damage per round. Taking a strenous action deals 1d4 points of damage to it. It must make a Fortitude save or Endurance check when taking damage (DC 15 + damage taken) or fall prone.
&nbsp;&nbsp;''Up to one-half total:'' The creature is helpless. Fortitude save or Endurance check each round to remain conscious (DC 20 + 1 per previous round).
&nbsp;&nbsp;''More than one-half total:'' The creature dies. @@It can be revived with a Heal check (DC 25 + 5 per previous round) that requires 1 round to be made.@@
&nbsp;&nbsp;A creature that rises from a dying state to another less severe state retains the previous penalty for 1 round.
!!!Stabilization
&nbsp;&nbsp;Fortitude save or Endurance check (DC 20).
&nbsp;&nbsp;Must check again after receiving damage
!!!Draconic Trance (Su)
''Prerequisites:'' Base Attack Bonus +6, Concentration 9 ranks, Draconic Fist
''Activation:'' Full-round action, 4 Ki Pool uses.
''Duration:'' 1 round per point of Wisdom bonus.
''Effect:'' The user adds its base Wisdom bonus as an Insight bonus on all attack rolls, weapon damage rolls, combat checks, Reflex saves, and Strength- or Dexterity-based checks it makes (including Initiative checks). In addition, the damage dealt by any Ki effect or ability is increased by one step.
''Special:'' Entering in Draconic Trance requires concentration, which provokes attacks of opportunity. In addition, if the user falls in an abnormal emotional state (such as in entering in Rage, or failing a Will save against a Sympathic effect), or loses consciousness, the trance immediately ends.
!!!Celestial Dragon Roar (Su)
''Prerequisites:'' Base Attack Bonus +11, Draconic Fist
''Activation:'' Standard action, 1 Ki Pool use.
''Effect:'' The user can hurl a blast of concentrated spiritual energy against a single target within Medium range (using its Base Attack Bonus in place of the caster level). This attack requires a successful ranged touch attack to hit, and deals 1d10 points of Force damage for each three points of Base Attack Bonus.
''Special:'' //Action Point Use//

!Unique Kumatricz Abilities
Some fighters have developed exotic 
!!!Aurinifaxen's Wrathful Star Transformation (Su)
''Prerequisites:'' Draconic Trance, Base Attack Bonus +8
''Activation:'' Full-round action, 4 Ki Pool uses, 4 Rage Pool uses.
''Duration:'' 1 round per two points of Base Attack Bonus.
''Effect:'' The user receives all the benefits and drawbacks of entering in Rage. In addition, it gains an extra pair of arms, which can be used (along with its original arms), to deal primary Slam attacks. The base damage for these Slam attacks is 1d10, or the user's Unarmed Strike damage increased by one step (whichever is higher). These natural Slam attacks are treated as unarmed strikes for purposes of feats like Weapon Focus.

<<search>><<closeAll>><<permaview>><<newTiddler>><<newJournal "DD MMM YYYY" "journal">><<saveChanges>><<tiddler TspotSidebar>><<slider chkSliderOptionsPanel OptionsPanel "options »" "Change TiddlyWiki advanced options">>
|>|!Silfer Raltzein|
|''Especie''|Humano|
|''Género''|Masculino|
|''Nacimiento''|794 del Mago|
|''Ocupación''|Aventurero, Contrabandista|
|''Afiliaciones''|[[Los Reguladores]], [[Kozia Paraloghi]] (Terminada)|
&nbsp;&nbsp;''Silfer Raltzein'' (Alias "Rey Oscuro")
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Descripción
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Historia
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Familia
&nbsp;&nbsp;Aunque es probable que tuviese numerosos vástagos, Silfer sólo posee una descendiente plenamente reconocida en Lauremia: [[Lumida Vheia]]. De su participación en el proyecto [[Khurabob]], sin embargo, resultan cuando menos once hijos, siendo el más conocido de ellos [[Bobmar Lhey]].
!!!Poderes y Habilidades
&nbsp;&nbsp;
&nbsp;&nbsp;
//"Dentro de dos años, durante el Día del Dragón, el Maestro descenderá sobre Raflezia y reclamará su mayor tesoro."//
Lontira
Etceteris
!!!Parry Training
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +1, Weapon Proficiency (Martial)
&nbsp;&nbsp;''Benefit:'' When you fight defensively while wielding a melee weapon, you can activate this skill trick to gain a +1 Parry bonus to AC.
&nbsp;&nbsp;''Special:'' 
!!!Martial Recall
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Base Attack +4, Weapon Focus
&nbsp;&nbsp;''Benefit:'' When wielding a melee weapon for which you have Weapon Focus, you can use an immediate action to reroll an attack roll you just made at a -8 penalty.
&nbsp;&nbsp;''Special:'' You can invest additional skill points on this trick, up to your Base Attack bonus. For each 2 points you invest, the penalty on the reroll is reduced by 1 point.
!!!Skill Trick
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
!!!Skill Trick
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
Etceteris
!!!Swift Stride
&nbsp;&nbsp;''[Movement]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Athletics 9 ranks.
&nbsp;&nbsp;''Benefit:'' As a swift action, make an Athletics check. You can move 1 square for each 5 points your result exceeds DC 20, up to one-third your speed. You can use this trick only with your natural movement options, and only to move in a straight line. You gain a +1 bonus on the check for each 5 feet your speed is greater than 30 feet, and take a -2 penalty for each 10 feet your speed is lower than 30 feet. You take a -4 penalty to Armor Class against attacks of opportunity
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
!!!??? Stride
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' Athletics 15 ranks, Swift Stride.
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
!!!Skill Trick
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
!!!Skill Trick
&nbsp;&nbsp;''[Type]''
&nbsp;&nbsp;Description
&nbsp;&nbsp;''Prerequisites:'' 
&nbsp;&nbsp;''Benefit:'' 
&nbsp;&nbsp;''Normal:'' 
&nbsp;&nbsp;''Special:'' 
''[Constitution]''

Etceteris
&nbsp;&nbsp;''Hide Thoughts:'' Use Charisma?
!!!Spellcasting
Etceteris
&nbsp;&nbsp;''Cast Defensively:'' When casting a spell or using an Spell-like ability, you can make a Concentration check as part of the casting to avoid provoking attacks of opportunity. The DC for the check is 15 + the spell's level + one-half your opponents' Base Attack bonus. On a failure, the spell is lost without being cast.
&nbsp;&nbsp;''Difficult Casting:'' 
&nbsp;&nbsp;''Resist Damage:'' 10 + damage, 10 + 1/2 continous damage
''[Wisdom-based]''
&nbsp;&nbsp;&nbsp;&nbsp;''Spot:'' 
&nbsp;&nbsp;&nbsp;&nbsp;''Listen:'' 
&nbsp;&nbsp;&nbsp;&nbsp;''Smell:'' 
&nbsp;&nbsp;&nbsp;&nbsp;''Sense Magic:'' Magical Auras (+X for dim), energy beigns (undead, deathless, elementals), base DC 60? – CL/HD or ½ HD
!!!Skill Tricks
&nbsp;&nbsp;&nbsp;&nbsp;''Snipe:'' Observe target for X rounds to increase precision range against it.
''[Dexterity, Encumbrance]''
''Skulk:'' Move Silently
''[Charisma-based; Trained only]''
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' A creature can take 10 on Use Magic checks, but in such cases the time required to complete the check doubles. In the case of a check that takes only a standard action, it would take a full-round action instead.
Etceteris
* ''[[|Skill: ]] (-):''
* ''[[Concentration|Skill: Concentration]] (Con):''
* ''[[Stealth|Skill: Stealth]] (Dex):''
!!!      Special Rules
*[[Skill Synergy|Skills, Synergy]]
+2 bonus if at least 5 ranks, +4 if 15, +6 if 25
|!Skill |!Synergy |
|''Acrobatics''|Athletics (Jump), Dance, Escape Artist|
|''Athletics''|Acrobatics (Tumble)|
|''Deception''|Diplomacy, Intimidate, @@Feint@@|
|''Diplomacy''|Streetwise (Gather Information)|
|''Escape Artist''|Use Rope (Binding)|
|''Handle Animal''|Ride|
|''Insight''|Diplomacy, Streetwise|
|>|''Knowledge''|
|&nbsp;&nbsp;''Arcana''|Spellcraft (Arcane, Identify)|
|&nbsp;&nbsp;''Cosmology''|Survival when in other planes|
|&nbsp;&nbsp;''Dungeoneering''&nbsp;&nbsp;|Survival when underground|
|&nbsp;&nbsp;''Nature''|Survival when aboveground|
|&nbsp;&nbsp;''Nobility''|Diplomacy|
|&nbsp;&nbsp;''Psionics''|Spellcraft (Psionic)|
|&nbsp;&nbsp;''Society''|Bardic Knowledge|
|&nbsp;&nbsp;''Spiritual''|Spellcraft (Spirit), Turn/Rebuke|
|&nbsp;&nbsp;''Technology''|Perception (Search) on secret doors|
|''Perception''|Survival (Track)|
|''Potency''|Athletics, Push/Overrun|
|''Spellcraft''|Use Magic|
|''Use Rope''|Escape Artist (Binding)|
Etceteris
*[[Martial|Skill Tricks: Martial]] - 
*[[Movement|Skill Tricks: Movement]] - 
&nbsp;&nbsp;''Transmutation''
&nbsp;&nbsp;''Level:'' [[War 10|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S, SF
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Personal
&nbsp;&nbsp;''Duration:'' 1 round/level (D)

&nbsp;&nbsp;//Your spiritual power allows you to pierce the boundaries of physical reality to embrace the abstract concept of armed conflict. You emerge from this spell as a beign of pure violence...//

&nbsp;&nbsp;You gain a +16 Enhancement bonus to your three physical ability scores, and a +8 Enhancement bonus to natural armor.
&nbsp;&nbsp;@@Bonus feats, change as swift@@
&nbsp;&nbsp;@@Action economy@@
&nbsp;&nbsp;@@Spell resistance, immunities@@
&nbsp;&nbsp;@@Forfeit spellcasting@@
&nbsp;&nbsp;@@Backlash if dispelled@@
&nbsp;&nbsp;''Transmutation''
&nbsp;&nbsp;''Level:'' Sor/Wiz 6, [[War 6|Domain: War]].
&nbsp;&nbsp;''Components:'' V, S, AM/SF.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Personal.
&nbsp;&nbsp;''Duration:'' 1 round/level (D).

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;For the duration of the spell, you gain a +8 Enhancement bonus to your Strength, Dexterity and Constitution scores, a +4 Enhancement bonus to natural armor, and Damage Reduction 5/—. In addition, you become proficient with all Simple and Martial weapons, and you gain the Base Attack and Fortitude bonuses of a Fighter of your level (maximum +20 and +12), using your either your Hit Dice or your caster level, whichever is lower.
&nbsp;&nbsp;You also gain one bonus Combat feat per five caster levels (maximum 3), which are selected at the time of casting. These feats' prerequisites can't include a Base Attack bonus of +16 or higher, or any other feat or ability that requires a Base Attack Bonus of +16 or more. 
&nbsp;&nbsp;For the duration of the spell, you lose the ability to cast spells, use Spell-like abilities and activate Spell Completion and Spell Trigger magic items. You are able to command summoned creatures, but you can't mantain concentration on active spells, nor redirect or dismiss them, except for Battlemaster's Transformation.
&nbsp;&nbsp;//Arcane Material:// ...
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 1.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels).
&nbsp;&nbsp;''Effect:'' Medium-sized sphere.
&nbsp;&nbsp;''Duration:'' 1 round/2 levels (maximum 5).
&nbsp;&nbsp;''Saving Throw:'' Reflex negates.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;''Evocation [Force]''
&nbsp;&nbsp;''Level:'' Shm 3.
&nbsp;&nbsp;''Components:'' V, S.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Touch.
&nbsp;&nbsp;''Spell Resistance:'' No.

&nbsp;&nbsp;//Also known as Namato's Orb, this spell is the pinnacle of Force manipulation. Designed by the legendary Magic General, Mizarion Namato, the spell creates an ultra dense core of magical energy that strikes with enough power to fracture a masonry wall.//

&nbsp;&nbsp;On a successful touch attack, the target takes 1d8 points of Force damage per caster level (maximum 10d8). Concussive Orb deals full damage against objects.
&nbsp;&nbsp;The caster of //Concussive Orb// can only attempt one attack with it, after which the spell ends.
&nbsp;&nbsp;//Advanced Casting:// 
&nbsp;&nbsp;''Transmutation [Morphic]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 9.
&nbsp;&nbsp;''Components:'' V, S.
&nbsp;&nbsp;''Casting Time:'' 1 full-round action.
&nbsp;&nbsp;''Area:'' 30-ft Cone Spread
&nbsp;&nbsp;''Saving Throw:'' Fortitude partial.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;2d8 points of damage per caster level (maximum 40d8) to all creatures and objects in a 30-ft Cone. 1d8 per two levels on a successful save.
&nbsp;&nbsp;''Conjuration (Creation)/Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 7
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level).
&nbsp;&nbsp;''Effect:'' 20-ft Radius, 40-ft High Rain.
&nbsp;&nbsp;''Duration:'' 1 round/level.
&nbsp;&nbsp;''Saving Throw:'' Reflex negates (see text).
&nbsp;&nbsp;''Spell Resistance:'' Yes (Secondary Effect).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Creatures that enter or start their turns in the affected area take 4d6 points of Bludgeoning damage, plus 1d6 points of Heat damage per two caster levels. The rain hinders movement and perception, doubling the movement cost of squares affected by it, and imposing a -4 penalty to Perception checks, plus a -8 penalty to Perception (Listen) checks to any creature within 60 feet of the affected area.
&nbsp;&nbsp;//Secondary Effect:// Creatures damaged by this spell must make a Reflex save or become engulfed in flames, taking 1d6 points of Heat damage per four caster levels at the beginning of each of its turns for 1 round per two caster levels. 
&nbsp;&nbsp;''Transmutation''
&nbsp;&nbsp;''Level:'' Brd 0, Clr 0, Sor/Wiz 0, [[War 0|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Touch
&nbsp;&nbsp;''Target:'' 1 weapon
&nbsp;&nbsp;''Duration:'' 1 round/level (maximum 5)
&nbsp;&nbsp;''Saving Throw:'' Will negates (Object, Harmless)

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;The touched weapon gains the ability to overcome Magic damage reduction, with an effective Enhancement equal to one-third your caster level (minimum +0, maximum +1).
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 5.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level).
&nbsp;&nbsp;''Area:'' 5-ft Radius Burst (see text).
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spells creates one burst per two caster levels (maximum 7), arranged as the caster desires. Each burst deals 1d6 points of Heat damage per caster level (maximum 10d6). A single creature takes damage from this spell only once, even if struck by more than one burst.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell creates 1 burst per caster level (maximum 15).
&nbsp;&nbsp;//Material Cost:// 300 gp.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 3.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Long (400 ft + 40 ft/level).
&nbsp;&nbsp;''Area:'' 20-ft Radius Spread.
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d6 points of Fire damage per caster level (maximum 10d6, Reflex half).
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra Heat damage per caster level (maximum 10th) equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 6.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Long (400 ft + 40 ft/level).
&nbsp;&nbsp;''Area:'' 20-ft Radius Spread (see text).
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d8 points of Heat damage per caster level (maximum 15d8). 
&nbsp;&nbsp;In addition to the standard effect, you can increase the spell's area to a 60-ft Radius by reducing the damage to 1d6 per caster level. Alternatively, you can voluntarily reduce the area to a 10-ft Radius Spread to increase the damage by an amount equal to your caster level (maximum +15), increase the save DC by 1, and gain a +2 bonus on Spell Penetration checks with the spell.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 2.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level).
&nbsp;&nbsp;''Area:'' 10-ft Radius Spread.
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Ths spell deals 1d8 points of Heat damage, plus 1d8 per two caster levels above 1st (maximum 5d8).
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 2.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Area:'' 10-ft Radius Burst.
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d8 points of Heat damage per caster level (maximum 5d8). The caster and its possessions are unaffected.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 5.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Area:'' @@15/20@@-ft Radius Burst.
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d10 points of Heat damage per caster level (maximum 15d10). The caster and its possessions are unaffected.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 6.
&nbsp;&nbsp;''Components:'' V, S.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Touch.
&nbsp;&nbsp;''Duration:'' 1 min/level or until discharged (see text).
&nbsp;&nbsp;''Saving Throw:'' Will negates (harmless).
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;The target creature becomes engulfed in flames that don't damage it or its gear, but deal 1 point of Fire damage per caster level (maximum 20) to any creature striking it with weapons (even with weapons of unusual reach) or 1d6 Fire per caster level (maximum 20d6) to grappling creatures. In addition, the target creature deals that extra damage on any attack it makes. Spell Resistance applies against any instance of this spell. The spell also absorbs 2 points of Fire damage per caster level (maximum 40). This spell can be active for up to 1 round per caster level, but the caster may temporaly deactivate it as a free action, and reactivate it as a swift action, but only if the target is within 60 feet.
&nbsp;&nbsp;If the caster uses this spell on itself, it can use a swift action to extend its range to 5 feet, or to return it to its normal state. Creatures within range take 1 point of Fire damage per two caster levels (maximum 10) when they enter or start they turns in the affected area.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 2.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 15 ft.
&nbsp;&nbsp;''Area:'' 10-ft Radius Spread.
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d6 points of Heat damage per caster level (maximum 5d6).
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 4.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 30 ft.
&nbsp;&nbsp;''Area:'' 20-ft Radius Spread.
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d8 points of Heat damage per caster level (maximum 10d8).
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 1.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 15 ft.
&nbsp;&nbsp;''Area:'' 5-ft Radius Spread.
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d6 points of Fire damage, plus an additional 1d6 per two caster levels above 1st (maximum 3d6).
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 3.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level).
&nbsp;&nbsp;''Area:'' 10-ft Radius Spread.
&nbsp;&nbsp;''Duration:'' 1 round/3 levels (maximum 3).
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d8 points of Heat damage, plus 1d8 per two caster levels above 1st (maximum 5d8) to any creatures that enter or start their turns in the effect's area.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 6.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Long (400 ft + 40 ft/level).
&nbsp;&nbsp;''Area:'' 20-ft Radius Spread.
&nbsp;&nbsp;''Duration:'' 1 round/3 levels (maximum 5).
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d6 points of Heat damage, per caster level (maximum 10d6) to any creatures that enter or start their turns in the effect's area.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Effect:'' 
&nbsp;&nbsp;''Duration:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex negates.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;Effect
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Effect:'' 
&nbsp;&nbsp;''Duration:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex negates.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;Effect
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Effect:'' 
&nbsp;&nbsp;''Duration:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex negates.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;Effect
&nbsp;&nbsp;''Transmutation [Sonic]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 3.
&nbsp;&nbsp;''Components:'' V, S, F.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Effect:'' 3-ft blade of compressed air.
&nbsp;&nbsp;''Duration:'' 1 round/level.
&nbsp;&nbsp;''Spell Resistance:'' No.

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;This spell creates a blade made of energized wind, roughly the size of a longsword. A //Gale Saber// is considered a Martial weapon, and all attack made with it are melee touch attacks. On each successful hit, this spell deals 1d6 points of Sonic damage per two caster levels (maximum 5d6). A //Gale Saber// deals double damage on a critical hit and has a critical range of 19-20. Since the weapon is immaterial, your Strength bonus doesn't apply on damage rolls made it.
&nbsp;&nbsp;//Focus:// A special dagger with a cost of 150 gp. The //Gale Saber// forms around the dagger, and the spell ends if the caster relinquishes its hold.
&nbsp;&nbsp;''Evocation [Light]''
&nbsp;&nbsp;''Level:'' Brd 1, Sor/Wiz 1.
&nbsp;&nbsp;''Components:'' V, S.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level).
&nbsp;&nbsp;''Duration:'' 2 rounds/level (D).
&nbsp;&nbsp;''Saving Throw:'' Reflex negates.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell creates an orb of light that provides bright illumination for a 60-ft Radius area, and shadowy illumination on twice that distance. If created mid-air, the orb falls at a rate of 5 feet each two rounds. Creatures within 15 feet of the orb when the spell is cast must make a Reflex save or become dazzled for 1 round per caster level (maximum 5).
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 10.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Long (400 ft + 40 ft/level).
&nbsp;&nbsp;''Area:'' 40-ft Radius Spread.
&nbsp;&nbsp;''Saving Throw:'' Reflex half (see text).
&nbsp;&nbsp;''Spell Resistance:'' Yes (see text).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell deals 1d8 points of Heat damage per caster level (maximum 25d8) to all creatures and objects in the area, which is not subject to Spell Resistance. In addition, the spell deals another 1d8 points of Heat damage per caster level (maximum 25d8, Reflex half). The damage dealt by this spell is increased by 50%, but only for purposes of overcoming energy resistance and against creatures with energy vulnerability.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra Heat damage per caster level (maximum 25th) equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Electricity]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 6.
&nbsp;&nbsp;''Area:'' 240-ft Line Burst (see text).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell works like [[Lightning Bolt|Spell: Lightning Bolt]], except that it deals 1d8 points of Electricity damage per caster level (maximum 15d8). 
&nbsp;&nbsp;In addition to the standard effect, you can reduce the spell's area to a 120-ft Line to have this spell deal 1d6 point of Electricity damage (maximum 15d6, Reflex half) to any creature adjacent to the bolt (except yourself). Alternatively, you can reduce the spell's area to a 60-ft Line @@and reduce the damage to 1d6 per caster level@@ to shape the line in any way you like.
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by two steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Transmutation [Electricity]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 7.
&nbsp;&nbsp;''Components:'' V, S.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Personal.
&nbsp;&nbsp;''Duration:'' 1 round/level.
&nbsp;&nbsp;''Spell Resistance:'' No.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell works like Haste, except as noted above. In addition, whille //Lightning Cloak// is in effect, you gain the following benefits:
*Deflection bonus to Armor Class equal to one-third your caster level (maximum +6). Resistance to Electricity 40.
*Creatures striking or touching you take 1d6 points of Electricity damage per two caster levels. Creatures holding or grappling you take 1d8 points of Electricty damage per level.
&nbsp;&nbsp;''Evocation [Electricity]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 5.
&nbsp;&nbsp;''Components:'' V, S.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Target:'' 1 creature/3 levels (maximum 5).
&nbsp;&nbsp;''Area:'' 60-ft Cone Spread.
&nbsp;&nbsp;''Saving Throw:'' Fortitude partial.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell makes a ranged touch attack against each target, using the caster level plus the caster's relevant ability modifier. Affected creatures take 1d6 points of Electricity damage (maximum 15d6), and become slowed for 1 round. A successful Fortitude save halves the damage and negates the slow effect. This spell can target creatures that the target can't see, as long as it knows its exact location.
&nbsp;&nbsp;''Evocation [Electricity]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 3.
&nbsp;&nbsp;''Components:'' V, S.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Touch.
&nbsp;&nbsp;''Saving Throw:'' Fortitude negates (see text).
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;On a successful melee touch attack (which is made with a +2 bonus), the target takes 1d8 points of Electricity damage (maximum 10d8), and must make a Fortitude save or become stunned for 1 round. Against creatures made of or wearing metal, the caster gains a +4 Circumstance bonus on the attack roll.
&nbsp;&nbsp;As long as the caster holds the charge of //Lightning Grasp// it has a +30 feet Enhancement bonus to speed.
&nbsp;&nbsp;//Advanced Casting:// 
&nbsp;&nbsp;''Transmutation''
&nbsp;&nbsp;''Level:'' Brd 1, Clr 1, Sor/Wiz 1, [[War 1|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Touch
&nbsp;&nbsp;''Target:'' 1 weapon
&nbsp;&nbsp;''Duration:'' 1 min/level
&nbsp;&nbsp;''Saving Throw:'' Will negates (Object, Harmless)

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;The touched weapon gains a +1 Enhancement bonus on attack and damage rolls. Its Hardness also increases by 2 points, and it gains 5 additional hit points.
&nbsp;&nbsp;''Transmutation''
&nbsp;&nbsp;''Level:'' Clr 3, Sor/Wiz 3, [[War 3|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Touch
&nbsp;&nbsp;''Target:'' 1 weapon
&nbsp;&nbsp;''Duration:'' 1 hour/level
&nbsp;&nbsp;''Saving Throw:'' Will negates (Object, Harmless)

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;The target weapon gains an Enhancement bonus on attack and damage rolls equal to one-third your caster level (maximum +3). For each point of Enhancement bonus, the weapon's Hardness increases by 2, and it gains 5 additional hit points.
&nbsp;&nbsp;''School (Sub-school) [Descriptor]''
&nbsp;&nbsp;''Level:'' [[War 9|Domain: War]]
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Target:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Effect:'' 
&nbsp;&nbsp;''Duration:'' 
&nbsp;&nbsp;''Saving Throw:'' 
&nbsp;&nbsp;''Spell Resistance:'' 

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;Description
&nbsp;&nbsp;''Transmutation''
&nbsp;&nbsp;''Level:'' Clr 4, [[War 4|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Personal
&nbsp;&nbsp;''Duration:'' 1 round/level (D)

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;For the duration of the spell, you gain a +6 Enhancement bonus to Strength and Constitution@@, and temporary hit points equal to twice your caster level (maximum 30)@@. In addition, your Base Attack bonus becomes equal to your Hit Dice (maximum equal to your caster level, up to +15)
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Evocation [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz .
&nbsp;&nbsp;''Components:'' 
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' 
&nbsp;&nbsp;''Area:'' 
&nbsp;&nbsp;''Saving Throw:'' Reflex half.
&nbsp;&nbsp;''Spell Resistance:'' Yes.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, this spell deals extra damage per dice equal to one-half its effective level.
&nbsp;&nbsp;''Illusion [Shadow]''
&nbsp;&nbsp;''Level:'' Brd 2, Sor/Wiz 2
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels).
&nbsp;&nbsp;''Duration:'' 1 minute/level.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;''Illusion [Shadow]''
&nbsp;&nbsp;''Level:'' Brd 4, Sor/Wiz 5
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 immediate action.
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels).
&nbsp;&nbsp;''Duration:'' 1 minute/level.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;Effect
&nbsp;&nbsp;''Evocation/Transmutation (Telekinesis) [Fire]''
&nbsp;&nbsp;''Level:'' Sor/Wiz 5.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels).
&nbsp;&nbsp;''Effect:'' 20-ft Radius Sphere.
&nbsp;&nbsp;''Duration:'' 1 round/2 levels.
&nbsp;&nbsp;''Saving Throw:'' Reflex negates (see text).
&nbsp;&nbsp;''Spell Resistance:'' Yes and No (Secondary Effect).

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell creates a spherical wall of fire that deals 1d6 points of Heat damage per caster level (max 10d6) to creatures passing through it. Creatures touched by the sphere when its created can attempt a Reflex save to negate the damage and move to an adjacent square.
&nbsp;&nbsp;//Secondary Effect:// Once created, the sphere pushes creatures trying to break through it. Creatures attempting to pass through a //Prison of Flames// must succeed on a Push attempt or Potency check (DC 11 + spell's effective level + caster level) or be pushed back. Even on a failure, the creature takes Heat damage from the sphere.
&nbsp;&nbsp;''Conjuration [Shadow]''
&nbsp;&nbsp;''Level:'' Brd 4, Sor/Wiz 5
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels)
&nbsp;&nbsp;''Area:'' 20-ft Radius
&nbsp;&nbsp;''Duration:'' 1 round/level
&nbsp;&nbsp;''Spell Resistance:'' Yes

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;You cover the ground with shadowstuff, hampering movement and damaging creatures. Entering any square affected by Shadow Field costs 2 squares of movement. In addition, each square entered deals 2d6 shadow damage to the creature moving. A creature who remains in the affected area takes 10d6 points of damage at the end of its turn.
&nbsp;&nbsp;''Illusion [Shadow]''
&nbsp;&nbsp;''Level:'' Bard 3, Sor/Wiz 4
&nbsp;&nbsp;''Components:'' V, S
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' 30 ft
&nbsp;&nbsp;''Effect:'' 1 shadow construct/3 levels (maximum 4)
&nbsp;&nbsp;''Duration:'' 1 round/level

&nbsp;&nbsp;//As the spell is completed, several duplicates of the caster spring into existence. The copies appear shadowy at first, but within seconds asume the exact appereance of the original.//

&nbsp;&nbsp;This spells creates a number of duplicates of you, which all are Construct (Shadow) creatures. Each shadow has a number of hit points equal to three times your Caster Level. The duplicates have mundane equipment when created, and none of your racial or class special qualities or abilities. They also have the following characteristics:
<<<
''Ability Scores:'' Strength and Dexterity are equal to the caster's base scores (up to one-half caster level + 10), Wisdom 10, Charisma 1. No Constitution or Intelligence scores.
''Speed:'' Same as the caster's base speed, maximum 5 feet per caster level.
''Base Attack/Save bonus:'' As the caster.
''Armor Class:'' 1 point of Natural bonus per three caster levels.
''Skills:'' Uses caster's ranks.
''Magic Strike (Su):'' A Shadow Image weapons are treated as magic weapons for purpose of overcoming Damage Reduction (effective enhancement equal to 1 per six caster levels).
''Fragility (Ex):'' A confirmed critical hit automatically destroys a Shadow Image.
<<<
&nbsp;&nbsp;The duplicates act during the caster's turn. As a free action, the caster can direct any or all of the images to attack, move, talk or perform any other actions. A caster can have only one Shadow Image spell in effect at any given time.
&nbsp;&nbsp;''Divination''
&nbsp;&nbsp;''Level:'' Sor/Wiz 1.
&nbsp;&nbsp;''Components:'' S.
&nbsp;&nbsp;''Casting Time:'' 1 swift action.
&nbsp;&nbsp;''Range:'' Personal.
&nbsp;&nbsp;''Duration:'' 1 turn.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;The Precision range for your next ranged attack increases by four times the standard distance.
&nbsp;&nbsp;''Evocation [Force]''
&nbsp;&nbsp;''Level:'' Clr 5, [[War 5|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S, SF
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level)
&nbsp;&nbsp;''Duration:'' 1 round/level
&nbsp;&nbsp;''Spell Resistance:'' Yes

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;This spells works like [[Spiritual Weapon|Spell: Spiritual Weapon]], except that you create one Force weapon per three caster levels (maximum 5), and each weapon can have a maximum Enhancement bonus of +6. The Fly speed of the weapons created by this spell is 60 feet, with Perfect maneuverability.
&nbsp;&nbsp;''Evocation [Force]''
&nbsp;&nbsp;''Level:'' [[War 8|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S, SF
&nbsp;&nbsp;''Casting Time:'' 1 full-round action
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level)
&nbsp;&nbsp;''Duration:'' 1 round/level (D)
&nbsp;&nbsp;''Spell Resistance:'' Yes

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;This spell creates 1 Medium construct made of Force per four caster levels (maximum 5). Each Spiritual Knight has the following features:
<<<
&nbsp;&nbsp;''Ability Scores:'' Strength and Dexterity equal to 10 + caster level (maximum 30), Wisdom 10, Charisma 1, No Constitution or Intelligence score.
&nbsp;&nbsp;''Hit Points:'' 5 per caster level (maximum 100), with Hardness 20. As a Force effect, Adamantine weapons cannot bypass a Spiritual Knight's Hardness.
&nbsp;&nbsp;''Base Attack:'' Equal to caster level (maximum +20).
&nbsp;&nbsp;''Armor Class:'' Natural bonus equal to one-half caster level (maximum +10), Deflection bonus equal to one-fourth caster level (maximum +5)
&nbsp;&nbsp;''Resistances:'' Improved Fortification
&nbsp;&nbsp;''Speed:'' Fly @@60/90/120@@ ft (Perfect)
&nbsp;&nbsp;''Feats:'' A Spiritual Knight receives 1 bonus Combat feat per four caster levels (maximum 5). These feats' prerequisites can't include a Base Attack bonus of +16 or higher, or any other feat or ability that requires a Base Attack Bonus of +16 or more. 
<<<
&nbsp;&nbsp;Each Spiritual Knight carries either a Heavy Shield (+2 Shield bonus to AC, plus 1 point per six caster levels) and a one-handed Martial weapon with the Potent ability, or a two-handed Martial weapon with the Mighty and Keen/Impact special abilities. Either way, the weapon is also made of Force and has an Enhancement bonus equal to one-third your caster level (maximum +6)
&nbsp;&nbsp;The constructs act on your turn, just as a summoned creature would. They are able of taking advantage of flanking positions, and can make attacks of opportunity, but their lack of conscious toughts makes the reliant on your orders.
&nbsp;&nbsp;''Evocation [Force]''
&nbsp;&nbsp;''Level:'' Clr 2, [[War 2|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S, SF
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Medium (100 ft + 10 ft/level)
&nbsp;&nbsp;''Duration:'' 1 round/level (D)
&nbsp;&nbsp;''Spell Resistance:'' Yes

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;This spell creates a hovering weapon-shaped Force construct, with the statistics of a one-handed martial or simple weapon of Medium size. The weapon has an Enhancement bonus on attack and damage rolls equal to one-third your caster level (maximum +3). The weapon occupies a 5-ft square and always has a reach of 5 feet. A Spiritual Weapon threatens no squares and cannot make attacks of opportunity.
&nbsp;&nbsp;A Spiritual Weapon makes attacks using your caster level, plus your relevant ability modifier, and adds your relevant ability modifier on damage rolls. Once per round during your turn, you can command the weapon to move (it has a Fly speed of 30 ft, with Perfect maneuverability), or to make an attack against a creature within range. Commanding your weapon in this way doesn't require an action.
&nbsp;&nbsp;In addition if the weapon has not moved in a round, you can command the weapon as a swift action to make a full attack as if having a Base Attack bonus equal to your caster level. If you already moved the weapon, you can use a swift action to make it attack a creature within range.
&nbsp;&nbsp;Each time a Spiritual Weapon strikes a creature with Spell Resistance, you must make a spell penetration check. If you succeed, it deals damage normally, otherwise the attack is repelled. 
&nbsp;&nbsp;''Conjuration (Summoning)''
&nbsp;&nbsp;''Level:'' Shm 5, Sor/Wiz 5.
&nbsp;&nbsp;''Components:'' V, S, M.
&nbsp;&nbsp;''Casting Time:'' 1 standard action.
&nbsp;&nbsp;''Range:'' Close (25 ft + 5 ft/2 levels).
&nbsp;&nbsp;''Duration:'' 1 round.

&nbsp;&nbsp;//Description//

&nbsp;&nbsp;This spell summons a Executor Armor, which acts on the caster's turn. 
<<<
!!!''Executor Armor''
Large Construct
''Senses'' Perception +4, Dark 60 ft;   Init +3
"""-----------------------------------------------------------------------------------------------------------"""
''HP'' 168 (12 HD); Fortification, DR 10/Adamantine
''AC'' 24, ''Touch'' 10, ''Off-guard'' 22
&nbsp;&nbsp;&nbsp;&nbsp;(+0 Dex, +12 Natural, +2 Armor)
''Fort'' +17, ''Ref'' +4, ''Will'' +4;   ''Resist'' Fire/Cold 20;   ''SR'' 22
''Immune'' Mental, Metabolic, Stun, Paralysis
"""-----------------------------------------------------------------------------------------------------------"""
''Speed'' Land 30 ft, Run ×3;   ''Base Atk'' +9 (-1);   ''Combat'' +25
''Melee'' Greatsword +23/+18 (3d6+20, 19×2, Power Blow +4, Magic)
''Melee'' 2 Slam +22 (2d6+14, 20×2)
''Atk Options'' Power Attack
"""-----------------------------------------------------------------------------------------------------------"""
''Abilities'' Str 34, Dex 10, Con —, Int —, Wis 10, Cha 1
''SQ'' Resilience;   ''Feats'' Power Attack^^B^^, Power Blow^^B^^
''Skills'' Athletics +12 (Jump +4), Potency +32
''Equipment'' Mwk Greatsword (Large)
"""-----------------------------------------------------------------------------------------------------------"""
''Resilience (Ex)'' An Executor Armor gains 9 bonus hit points per Hit Dice, 
&nbsp;&nbsp;and has a +9 Racial bonus to Fortitude saves.
''Combat Enhancements (Su)'' Weapons wielded by an Executor  
&nbsp;&nbsp;&nbsp;&nbsp;armor gain a +2 Enhancement bonus. The creature also has a +2 
&nbsp;&nbsp;&nbsp;&nbsp;Enhancement bonus to armor, and a +1 Enhancement bonus 
&nbsp;&nbsp;&nbsp;&nbsp;on saving throws. Each of these bonus can be suppressed by 
&nbsp;&nbsp;&nbsp;&nbsp;//Dispel Magic// and similar effects.
''Skills'' Athletics (Jump -8), Perception +4, Potency +16
<<<
&nbsp;&nbsp;//Advanced Casting:// By increasing the casting time by 2 steps, and providing a 500 gp material component, this spell's duration increases to 1 round/level.
&nbsp;&nbsp;''Transmutation''
&nbsp;&nbsp;''Level:'' Clr 8, [[War 7|Domain: War]]
&nbsp;&nbsp;''Components:'' V, S, SF
&nbsp;&nbsp;''Casting Time:'' 1 standard action
&nbsp;&nbsp;''Range:'' Touch
&nbsp;&nbsp;''Target:'' 1 weapon
&nbsp;&nbsp;''Duration:'' 10 min/level
&nbsp;&nbsp;''Saving Throw:'' Will negates (Object, Harmless)
&nbsp;&nbsp;''Spell Resistance:'' Yes

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;You grant the touched weapon an Enhancement bonus equal to one-third your caster level (maximum +6) on attack on damage rolls. In addition, you grant the weapon a number of special abilities with a total Enhancement bonus equal to one-fifth your caster level (maximum +3). For the duration of the spell, the weapon's normal enhancements (if any) are supressed.
&nbsp;&nbsp;The following special abilties are available when using this spell: Potent, Mighty, Bane, Slayer, Energy Strike (Flaming, Freezing, Shocking, Acidic, Screaming), Energy Burst, Energy Bolt, Aligned (Axiomatic, Anarchic, Holy, Unholy), Aligned Strike, Ghost, Spell Storing (Lesser, Intermediate), Seeking, Keen, Impact, Lethal, Defending, Disarming, Sundering, Distance, Throwing and Returning.
|>|!Stojan Czcatrieni|
|''Especie''|Halfling|
|''Género''|Masculino|
|''Nacimiento''|800 del Mago|
|''Ocupación''|Aventurero, Cazador|
|''Afiliaciones''|[[Los Errantes]], [[El Ojo que no Parpadea]]|
''Stojan Czcatrieni'' (Alias "El Rinoceronte Blanco")
&nbsp;&nbsp;Stojan Czcatrieni es miembro de una rama de la iglesia de Dalla Thaun que tiene la misión de estudiar y clasificar los peligros del mundo que pudieran amenazar el modo de vida de los medianos y, de ser necesario, ponerles un fin. Después de numerosas aventuras Stojan emprendió un viaje por las planicies persiguiendo una operación esclavista Drow que capturó a su familia. Es en esta operación que conoció a Sir [[Rurik de Tihria]]...

... fueron atacados...

... se une a [[Los Errantes]]. El equipo es atacado y derrotado por la Loghius [[Altima|Altima Ikaraki]] y encarcelado como esclavos mentales en la prisión de Sacrozia, bajo el control de Calgari. Stojan y Abbadon evitaron este destino, y unieron fuerzas con el condestable Malagar y [[El Ojo de Búfalo]] para derrotar al mentalista y liberar a los prisioneros.
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&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Challenge Rating:'' +2
&nbsp;&nbsp;''Level Adjustment:'' +3
!!!Template Features
&nbsp;&nbsp;''Size and Type:'' Gains the Dragonblood subtype.
&nbsp;&nbsp;''Ability Scores:'' Strength +2, Charisma +2
&nbsp;&nbsp;''Senses:'' Low-light vision, Darkvision 60 ft.
&nbsp;&nbsp;''Armor Class:'' Natural armor increases by 1 point.
&nbsp;&nbsp;''Resistances:'' Associated Energy 10, Paralysis +2, Sleep +8.
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Challenge Rating:'' +2
&nbsp;&nbsp;''Level Adjustment:'' +1
!!!Template Features
&nbsp;&nbsp;''Size and Type:'' Type changes to Dragon. Gains the Augmented subtype.
&nbsp;&nbsp;''Ability Scores:'' Strength +2, Constitution +2, Charisma +2.
&nbsp;&nbsp;''Racial Hit Dice:'' A Dragonchild gains 2 [[Dragon-type|Creature Type: Dragon]] Hit Dice.
&nbsp;&nbsp;''Senses:'' Keen Senses, Low-light vision, Darkvision 60 ft.
&nbsp;&nbsp;''Armor Class:'' Natural armor increases by 2 points.
&nbsp;&nbsp;''Immunities:'' Sleep.
&nbsp;&nbsp;''Resistances:'' Associated Energy 20, Stunning +2, Paralysis +4.
&nbsp;&nbsp;''Natural Attacks:'' Bite (1d4, 20×2, Secondary)
&nbsp;&nbsp;''Breath Weapon (Su):'' Once per day for each 4 Hit Dice, plus Constitution modifier (minimum 0). Once every 2d4 rounds. 15-Cone or 30-ft Line. 1d6 points of damage per 2 Hit Dice. Saving throw (Reflex or Fortitude) for half damage. The save DC is Constitution-based.
&nbsp;&nbsp;''Skills:'' Perception +X
&nbsp;&nbsp;''Bonus Feats:'' [[Draconic Legacy|Feat: Draconic Legacy]]
|!Color| !Ability<br>Scores | !Associated<br>Energy | !Breath<br>Weapon | !Draconic Legacy |
|''Black''| ''+2'' Dexterity | Acid | Line, Reflex | Vestigial Gills |
|''Blue''| ''+2'' Strength | Electricity | Line, Reflex | High Energy |
|''Bronze''| ''+2'' Strength | Electricity | Cone, Fortitude | Vestigial Gills |
|''Copper''| ''+2'' Dexterity | Acid | Line, Reflex | Natural Climber |
|''Gold''| ''+2'' Strength | Fire | Cone, Reflex | Vestigial Gills |
|''Green''| ''+2'' Dexterity | Acid | Cone, Fortitude | Sense Emotions |
|''Iron''| ''+2'' Dexterity | Fire | Line, Reflex | Thick Scales |
|''Red''| ''+2'' Strength | Fire | Cone, Reflex | High Energy |
|''Silver''| ''+2'' Strength | Cold | Line, Reflex | Soft Fall, Resist Acid 5 |
|''White''| ''+2'' Strength | Cold | Cone, Fortitude | Natural Climber |
"Gelan" is an acquired template that can be applied to any corporeal creature from the following types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin.
&nbsp;&nbsp;''Size and Type:'' Animals, Humanoids, Monstrous Humanoids and Vermin become Magical Beats with the Augmented subtype.
| !Hit Dice | !Damage<br>Reduction | !Freeze<br>Damage |
| ''1-3'' | — | 1d4 |
| ''4-7'' | 5/Magic | 1d6 |
| ''8-11'' | 5/Magic | 1d8 |
| ''12+'' | 10/Magic | 2d6 |
&nbsp;&nbsp;''Ability Scores:'' +2 Constitution.
&nbsp;&nbsp;''Resistances:'' Sleep +4, Poison +4, Stunning +2, Paralysis +2
&nbsp;&nbsp;''Cold Resistance (Ex):'' 5 per Hit Dice.
&nbsp;&nbsp;''Spell Resistance (Ex):'' A Gelan creature with at least 8 Hit Dice gains Spell Resistance with a value of 10 + its Hit Dice.
&nbsp;&nbsp;''Freeze (Su):'' An Gelan creature deals extra Cold damage with its natural attacks (as indicated in the table above). In addition, creatures striking an Gelan creature with natural or handheld weapons (except for weapons with unusual reach) are also subject to the Cold damage. Creatures grappling or holding a Gelan creatures take four times the normal amount of damage.
&nbsp;&nbsp;''Icewalking (Su):'' ...
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Challenge Rating:'' +4
&nbsp;&nbsp;''Level Adjustment:'' +3
!!!Template Features
&nbsp;&nbsp;''Size and Type:'' Type changes to Dragon. Gains the Augmented Subtype.
&nbsp;&nbsp;''Ability Scores:'' Strength +4, Deterity +2, Constitution +4, Intelligence +2, Charisma +4.
&nbsp;&nbsp;''Racial Hit Dice:'' A ~Half-Dragon gains 4 [[Dragon-type|Creature Type: Dragon]] Hit Dice.
&nbsp;&nbsp;''Senses:'' Superior Low-light vision, Darkvision 120 ft, Scent 60 ft, Keen Senses.
&nbsp;&nbsp;''Speed:'' Fly (see Wings).
&nbsp;&nbsp;''Armor Class:'' Natural armor increases by 4 points.
&nbsp;&nbsp;''Immunities:'' Sleep.
&nbsp;&nbsp;''Resistances:'' Associated Energy 20, Stunning +4, Paralysis +8.
&nbsp;&nbsp;''Special Qualities:'' Damage Reduction 5/Magic, Spell Resistance (10 + Hit Dice).
&nbsp;&nbsp;''Natural Attacks:'' Bite (1d6, 20×2, Primary), 2 Claws (1d4, 20×2, Secondary)
&nbsp;&nbsp;''Wings (Ex):'' 
&nbsp;&nbsp;''Breath Weapon (Su):'' 
&nbsp;&nbsp;''Skills:''
&nbsp;&nbsp;''Bonus Feats:'' [[Greater Draconic Legacy||Feat: Greater Draconic Legacy]]
----

|!Color| !Ability<br>Scores | !Associated<br>Energy | !Breath<br>Weapon | !Special |
|''Black''| ''+2'' Dexterity | Acid | Line, Reflex | Water Breathing |
|''Blue''| ''+2'' Strength | Electricity | Line, Reflex | High Energy |
|''Bronze''| ''+2'' Strength | Electricity | Cone, Fortitude | Water Breathing |
|''Copper''| ''+2'' Dexterity | Acid | Line, Reflex | Spider Climb |
|''Gold''| ''+2'' Strength | Fire | Cone, Reflex | Water Breathing |
|''Green''| ''+2'' Dexterity | Acid | Cone, Fortitude | Read Thoughts |
|''Iron''| ''+2'' Dexterity | Fire | Line, Reflex | Thick Scales |
|''Red''| ''+2'' Strength | Fire | Cone, Reflex | High Energy |
|''Silver''| ''+2'' Strength | Cold | Line, Reflex | Feather Fall, Resist Acid 20 |
|''White''| ''+2'' Strength | Cold | Cone, Fortitude | Spider Climb |
&nbsp;&nbsp;''Wings (Ex):'' Fly speed equal to twice base Land speed (maximum 120 ft), with Average maneuverability. +16 circumstance bonus on Athletics (Jump) checks.
&nbsp;&nbsp;''Breath Weapon (Su):'' Standard action, once every 1d4+2 rounds. 30-ft Cone or 60-ft Line. 1d8 points of Associated Energy damage per two Hit Dice. Fortitude or Reflex save for half damage (DC 10 + ½ HD + Con modifier).
&nbsp;&nbsp;''Special Abilities:'' Etceteris
<<<
//Feather Fall (Su):// Self-only, with constant effect. May be activated or deactivated as a free action.
//High Energy (Ex):// Recharge time of Breath Weapon becomes 1d4+1 rounds, deals 1d8+1 for each two Hit Dice.
//Spider Climb (Su):// Self-only, as the spell but with constant effect.
@@//Read Thoughts (Sp):// Single creature, requires three rounds of concentration. Close range.@@
//Thick Scales (Ex):// Natural bonus to AC increases by 2 points.
//Water Breathing (Ex):// Can breathe both air and water, may use its breath weapon, spells and other abilities underwater.
<<<
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;The ~Half-Nymph template can be applied to any corporeal Humanoid, Monstrous Humanoid, Animal, Magical Beast, Dragon or Giant creature.
!!!~Half-Nymph Features
&nbsp;&nbsp;Level Adjustment ''+1''
&nbsp;&nbsp;''+2'' Dexterity, ''+2'' Wisdom, ''+4'' Charisma.
&nbsp;&nbsp;''Size and Type:'' Becomes a Fey with the Augmented and Faerie subtypes.
&nbsp;&nbsp;''Racial Hit Dice:'' A ~Half-Nymph gains two Fey levels, which grant 2d8 Hit Dice, a Base Attack bonus of +1, and base saving throw bonuses of Fortitude +1/3, Reflex +1/3 and Will +3. Each level also grants Skill points equal to 6 + Int modifier.
&nbsp;&nbsp;''Senses:'' Low-light, Darkvision 60 ft.
&nbsp;&nbsp;''Armor Class:'' Natural armor increases by 1 point.
&nbsp;&nbsp;''Resistances:'' Fire 5, Cold 5, Disease +8, Poison +4, Spells (Will +2).
&nbsp;&nbsp;''Immunities:'' Sleep.
&nbsp;&nbsp;''Special Qualities:'' Damage Reduction 2/Cold Iron, Spell Resistance (12 + Hit Dice).
&nbsp;&nbsp;''Unearthly Grace (Su):'' As a swift action, a ~Half-Nymph can activate this ability to gain its Charisma bonus as a Deflection bonus to AC, and one-half its Charisma bonus as a Resistance bonus on saving throws. These bonuses last for 1 round. Unearthly Grace can be used once per day per three Hit Dice.
&nbsp;&nbsp;''Wild Empathy (Ex):'' A ~Half-Nymph is able to improve the attitude of unintelligent creatures like animals and magical beasts, as if using the Diplomacy skill. It uses its Hit Dice plus its Charisma modifier on such checks.
&nbsp;&nbsp;''Spell-like Abilities:'' Caster level equal to one-half Hit Dice.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''(1 + HD/4) per day:'' //Alter Self//.
&nbsp;&nbsp;''Skills:'' Athletics (Swim +4), Endurance +2, Perception +2 (Sense Magic +5).
&nbsp;&nbsp;''Alignment:'' Usually Chaotic.
"Ignan" is an acquired template that can be applied to any corporeal creature from the following types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin.
&nbsp;&nbsp;''Size and Type:'' Animals, Humanoids, Monstrous Humanoids and Vermin become Magical Beats with the Augmented subtype.
| !Hit Dice | !Damage<br>Reduction | !Burn<br>Damage |
| ''1-3'' | — | 1d4 |
| ''4-7'' | 5/Magic | 1d6 |
| ''8-11'' | 5/Magic | 1d8 |
| ''12+'' | 10/Magic | 2d6 |
&nbsp;&nbsp;''Speed:'' +10 ft on all movement modes.
&nbsp;&nbsp;''Resistances:'' Sleep +4, Poison +4, Stunning +2, Paralysis +2.
&nbsp;&nbsp;''Heat Resistance (Ex):'' 5 per Hit Dice.
&nbsp;&nbsp;''Spell Resistance (Ex):'' An Ignan creature with at least 8 Hit Dice gains Spell Resistance with a value of 10 + its Hit Dice.
&nbsp;&nbsp;''Burn (Su):'' An Ignan creature deals extra Heat damage with its natural attacks (as indicated in the table above). In addition, creatures striking an Ignan creature with natural or handheld weapons (except for weapons with unusual reach) are also subject to the Heat damage. Creatures grappling or holding a Gelan creatures take four times the normal amount of damage.
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Challenge Rating:'' 
&nbsp;&nbsp;''Level Adjustment:'' 
!!!Requeriments
&nbsp;&nbsp;''Spellcasting:'' 6th-level.
&nbsp;&nbsp;''Feats:'' Craft Greater Wondrous Item.
&nbsp;&nbsp;''Skills:'' Knowledge (Arcana) 12 ranks, Knowledge (Spirits) 12 ranks, Use Magic 12 ranks.
&nbsp;&nbsp;''Special:'' The creature must craft a Soul Carrier.
!!!Template Features
&nbsp;&nbsp;''Size and Type:'' Type changes to Undead. Gains the Augmented subtype.
&nbsp;&nbsp;''Ability Scores:'' Intelligence +2, Wisdom +2, Charisma +2, No Constitution score.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft
&nbsp;&nbsp;''Armor Class:'' Natural armor increases by 4 points
&nbsp;&nbsp;''Immunities:'' Metabolic, Nonlethal damage, Paralysis.
&nbsp;&nbsp;''Resistances:'' Cold/Fire 10, Electricity 20, Mental +8, Morphic +8, Stunning +8, Turning +4.
&nbsp;&nbsp;''Special Qualities:'' Fortification, Fast Healing (equal to Hit Dice), DR 10/Bludgeoning and Magic, Spell Resistance (16 + Hit Dice).
&nbsp;&nbsp;''Undead Resilience (Ex):'' A Lich uses its Charisma modifier instead of its Constitution modifier to calculate its bonus hit points. In addition, it is no longer immediately destroyed when reduced to 0 or less hit points.
&nbsp;&nbsp;''Magic Strike (Su):'' A Lich's natural and handheld weapons are treated as Magic for purposes of overcoming Damage Reduction (Effective enhancement equal to one-third its Hit Dice).
&nbsp;&nbsp;''Death Aura (Su):'' Living creatures that enter or start their turns within 20 feet of a Lich take Negative energy damage equal to one-half the Lich's Hit Dice. Negative-powered creatures are instead healed the same amount.
&nbsp;&nbsp;''Necrotic Touch (Su):'' A Lich's touch deals 1 point of Negative energy damage per Hit Dice. Creatures grappling or holding a Lich take four times that amount. The Lich can deactivate this ability as a free action.
&nbsp;&nbsp;''Paralyzing Grasp (Su):'' As a standard action, a Lich can attempt to paralyze a creature by touch. On a successful melee touch attack, the target creature must make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier) or become paralyzed for a number of rounds equal to one-half the Lich's Hit Dice.
&nbsp;&nbsp;''Rejuvenation (Su):'' After a Lich is destroyed, it automatically reforms after one day. It appears within 10 feet of its Soul Carrier at 0 hit points.
&nbsp;&nbsp;''Skills:'' Concentration (Use Charisma modifier), Perception (Use Magic +5).
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Challenge Rating:'' 
&nbsp;&nbsp;''Level Adjustment:'' 
!!!Requeriments
&nbsp;&nbsp;''Spellcasting:'' 8th-level.
&nbsp;&nbsp;''Caster Level:'' 16th.
&nbsp;&nbsp;''Skills:'' Knowledge (Arcana) 18 ranks, Knowledge (Spirits) 18 ranks.
&nbsp;&nbsp;''Special:'' The creature must have the Lich template and must craft a Soul Capacitor.
!!!Template Features
&nbsp;&nbsp;''Immunities:'' Morphic.
&nbsp;&nbsp;''Special Qualities:'' DR 10/Bludgeoning and Epic.
&nbsp;&nbsp;''Regeneration (Su):'' An Arc Lich recovers 2 hit points per Hit Dice each round. It takes normal damage only from Epic weapons.
&nbsp;&nbsp;''Greater Rejuvenation (Su):'' Once destroyed, an Arc Lich reforms in 1d4 rounds. It appears at full hit points.
&nbsp;&nbsp;''Level Adjustment +1''
&nbsp;&nbsp;''+2'' Wisdom, ''+2'' Charisma
&nbsp;&nbsp;''Size and Type:'' Becomes an Outsider (Native). Do not recalculate racial statistics. Gains the Augmented subtype.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft
&nbsp;&nbsp;''Armor Class:'' Increase Natural bonus by 1 point
&nbsp;&nbsp;''Resistances:'' Cold 5, Fire 5, Disease +4, Poison +2
&nbsp;&nbsp;''Skills:'' Insight +2, Perception +2
&nbsp;&nbsp;''Telepathy (Su):'' An Aasimar can communicate telephatically with other creatures at a range of 60 feet. It can use this ability a number of rounds per day equal to one-half its character level plus its Charisma modifier (minimum 0).
&nbsp;&nbsp;''Alignment:'' Usually Good
&nbsp;&nbsp;''Level Adjustment +1''
&nbsp;&nbsp;''+2'' Constitution, ''+2'' Wisdom, ''+4'' Charisma
&nbsp;&nbsp;''Size and Type:'' Becomes an Outsider (Native). Do not recalculate racial statistics. Gains the Augmented subtype.
&nbsp;&nbsp;''Racial Hit Dice:'' An Aasithar starts with two levels of Outsider, which provide 2d8 Hit Dice, a Base Attack Bonus of +2, and base saving throws bonuses of Fortitude +3, Reflex +3 and Will +3
&nbsp;&nbsp;''Skill Points:'' An Aasithar gets a number of skill points equal to 4 + Int modifier per racial level. Their racial class skills are //Etceteris//.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft, Low-light vision
&nbsp;&nbsp;''Armor Class:'' Increase Natural bonus by 2 points
&nbsp;&nbsp;''Immunities:'' Disease
&nbsp;&nbsp;''Resistances:'' Cold 10, Fire 10, Poison +4
&nbsp;&nbsp;''Skills:'' Insight +2, Perception +2
&nbsp;&nbsp;''Telepathy (Su):'' An Aasithar can communicate telephatically with other creatures at a range of 60 feet.
&nbsp;&nbsp;''Poison Tolerance (Ex):'' An Aasithar reduces any hit point damage dealt by Poison by half. It also has DR 1/- against ability damage dealt by Poison.
&nbsp;&nbsp;''Lesser Celestial Legacy:'' Visible sign
&nbsp;&nbsp;//Flight:// The Aasithar can fly at a speed of 60 feet (Good maneuverability) for a number of minutes per day equal to one-half its character level, plus its Charisma modifier. The Aasithar can activate or dismiss this ability at will as a standard action.
&nbsp;&nbsp;//Light Ray:// An Aasithar with this feature can emit a ray that deals 1d6 points of damage per ttwo character levels (maximum 4d6) as a standard action a number of times per day equal to its character level plus its Charisma modifier. A Light Ray is not subject to Damage Reduction. The range of this ability is 60 feet.
&nbsp;&nbsp;//Protective Ward:// The Aasithar is constantly under the effect of //Protection from Evil//. The caster level is equal to the Aasithar's character level. This effect can be dispelled, but the Aasithar can create it again as a swift action during its turn.
&nbsp;&nbsp;//Spiritual Power (Ex):// An Aasithar with this feature gains the ability to cast spells as a 1st-level Cleric. Any additional Cleric levels it possess stack with these levels to determine spell slots, caster level and spells known.
&nbsp;&nbsp;''Alignment:'' Usually Good
&nbsp;&nbsp;''Level Adjustment +1''
&nbsp;&nbsp;''+2'' Charisma
&nbsp;&nbsp;''Size and Type:'' Becomes an Outsider (Native). Do not recalculate racial statistics. Gains the Augmented subtype.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft
&nbsp;&nbsp;''Armor Class:'' Increase Natural bonus by 1 point
&nbsp;&nbsp;''Resistances:'' Cold 5, Electricity 5, Fire 5, Disease +4, Poison +2
&nbsp;&nbsp;''Skills:'' Perception +2, Use Magic +2
&nbsp;&nbsp;''Telekinesis (Sp):'' An Antralith can use Telekinesis (as the spell, but with Close range) a number of rounds per day equal to one-half its character level plus its Charisma modifier (minimum 0). The effective spell level and caster level of this ability are equal to one-half the Antralith's character level.
&nbsp;&nbsp;''Alignment:'' Usually Chaotic
@@Todavía tiene los stats del Antralith@@
&nbsp;&nbsp;''Level Adjustment +1''
&nbsp;&nbsp;''+2'' Charisma
&nbsp;&nbsp;''Size and Type:'' Becomes an Outsider (Native). Do not recalculate racial statistics. Gains the Augmented subtype.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft
&nbsp;&nbsp;''Armor Class:'' Increase Natural bonus by 1 point
&nbsp;&nbsp;''Resistances:'' Cold 5, Electricity 5, Fire 5, Disease +4, Poison +2
&nbsp;&nbsp;''Skills:'' Perception +2, Use Magic +2
&nbsp;&nbsp;''Telekinesis (Sp):'' An Antralith can use Telekinesis (as the spell, but with Close range) a number of rounds per day equal to one-half its character level plus its Charisma modifier (minimum 0). The effective spell level and caster level of this ability are equal to one-half the Antralith's character level.
&nbsp;&nbsp;''Alignment:'' Usually Chaotic
&nbsp;&nbsp;''Level Adjustment +2''
&nbsp;&nbsp;''+2'' Strength, ''+2'' Dexterity, ''+4'' Constitution, ''+2'' Intelligence, ''+4'' Wisdom, ''+4'' Charisma
&nbsp;&nbsp;''Size and Type:'' Becomes an Outsider. Do not recalculate racial statistics. Gains the Augmented subtype.
&nbsp;&nbsp;''Racial Hit Dice:'' A ~Half-Archon starts with four levels of Outsider, which provide 4d8 Hit Dice, a Base Attack Bonus of +4, and base saving throws bonuses of Fortitude +4, Reflex +4 and Will +4
&nbsp;&nbsp;''Skill Points:'' A ~Half-Archon gets a number of skill points equal to 4 + Int modifier per racial level. Their racial class skills are //Etceteris//.
&nbsp;&nbsp;''Senses:'' Darkvision 120 ft, Low-light vision
&nbsp;&nbsp;''Armor Class:'' Increase Natural bonus by 4 points
&nbsp;&nbsp;''Immunities:'' Disease
&nbsp;&nbsp;''Resistances:'' Cold 10, Fire 20, Poison +4, Morphic +2
&nbsp;&nbsp;''Skills:'' Insight +4, Perception +4
&nbsp;&nbsp;''Telepathy (Su):'' A ~Half-Archon can communicate telephatically with other creatures at a range of 120 feet.
&nbsp;&nbsp;''Poison Resilience (Ex):'' A ~Half-Archon is immune to hit point damage dealt by Poison. It also has DR 2/- against ability damage dealt by Poison.
&nbsp;&nbsp;''Celestial Legacy:'' Each ~Half-Archon is born with an special feature, selected from the list below. Unless otherwise noted, all features are supernatural abilties that can be used at will. Most ~Half-Archons display a visible sign whenever their ability is active, like glowing eyes, a pair of fearthery wings, or even an aura of sacred flames.
&nbsp;&nbsp;//Aura of Menace @@(Ex?)@@:// Any hostile creature within 10 feet of the ~Half-Archon must make a Will save (DC 10 + 1/2 ~Half-Archon's HD + ~Half-Archon's Cha modifier) or take a -2 penalty on attacks, saves and checks for as long they remain within the aura. A creature that saves against this effect cannot be affected again in that day.
&nbsp;&nbsp;//Flight:// The ~Half-Archon can fly at a speed of 60 feet with Good maneuverability.
&nbsp;&nbsp;//Light Ray:// A ~Half-Archon with this feature can emit a ray that deals 1d8 points of damage per two character levels (maximum 4d8) as a standard action. A Light Ray is not subject to Damage Reduction. The range of this ability is 60 feet.
&nbsp;&nbsp;//Protective Aura:// The ~Half-Archon is constantly surrounded by the effect of a //Magic Circle against Evil//. The caster level is equal to the ~Half-Archon's character level. This aura can be dispelled, but the ~Half-Archon can create it again as a swift action during its turn.
&nbsp;&nbsp;//Spell Resistance (Ex):// The ~Half-Archon gains Spell Resistance equal to 12 + its Hit Dice, or its existent Spell Resistance increases by 2.
&nbsp;&nbsp;//Spiritual Power (Ex):// A ~Half-Archon with this feature gains the ability to cast spells as a 2nd-level Cleric. Any additional Cleric levels it possess stack with this one to determine spell slots, caster level and spells known.
&nbsp;&nbsp;''Alignment:'' Usually Good
&nbsp;&nbsp;''Level Adjustment +1''
&nbsp;&nbsp;''+2'' Intelligence, ''+2'' Charisma
&nbsp;&nbsp;''Size and Type:'' Becomes an Outsider (Native). Do not recalculate racial statistics. Gains the Augmented subtype.
&nbsp;&nbsp;''Senses:'' Darkvision 60 ft
&nbsp;&nbsp;''Armor Class:'' Increase Natural bonus by 1 point
&nbsp;&nbsp;''Resistances:'' Cold 5, Fire 5, Disease +4, Poison +2
&nbsp;&nbsp;''Skills:'' Deception +2, Perception +2
&nbsp;&nbsp;''Perfect Darkvision (Su):'' A Tiefling has the ability to use its Darkvision (up to range of 120 ft) even in areas of magical darkness for a number of rounds per day equal to one-half its character level plus its Charisma modifier (minimum 0).
&nbsp;&nbsp;''Alignment:'' Usually Evil
&nbsp;&nbsp;Etceteris
&nbsp;&nbsp;''Challenge Rating:'' +2
&nbsp;&nbsp;''Level Adjustment:'' +6
!!!Template Features
&nbsp;&nbsp;''Size and Type:'' Type changes to Undead. Gains the Augmented subtype.
&nbsp;&nbsp;''Ability Scores:'' Strength +6, Dexterity +6, Wisdom +2, Charisma +4, No Constitution score.
&nbsp;&nbsp;''Senses:'' Superior Low-light, Darkvision 120 ft.
&nbsp;&nbsp;''Speed:'' +20 ft in all movement modes.
&nbsp;&nbsp;''Armor Class:'' Natural armor increases by 4 points.
&nbsp;&nbsp;''Resistances:'' Cold/Fire/Electricity/Sonic 10, Mental +8, Stunning +8, Turning +2.
&nbsp;&nbsp;''Immunities:'' Metabolic, Nonlethal damage, Paralysis.
&nbsp;&nbsp;''Special Qualities:'' Fortification, Damage Reduction 5/Silver, Spell Resistance (14 + Hit Dice). 
&nbsp;&nbsp;''Natural Attacks:'' Slam (1d8, 20×2).
&nbsp;&nbsp;''Undead Resilience (Ex):'' A Vampire uses its Charisma score in place of its Constitution score to calculate its bonus hit points.
&nbsp;&nbsp;''Regeneration (Su):'' A Vampire recovers 1 hit point per Hit Dice each round. It takes normal damage only from Silver weapons. 
&nbsp;&nbsp;''Energy Drain (Su):'' As a standard action, a Vampire can attempt to drain the energy of a living creature. On a successful touch attack, the target creature must make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier) of take 1 level drain. A Vampire can also use this ability in conjuction with its Slam attack. For each point of level drain inflicted, the Vampire heals 5 hit points, or gains 5 temporary hit points (which stack with hit points gained from additional uses of this ability, up to a maximum equal to five times the Vampire's Hit Dice) which last for 1 day. 
&nbsp;&nbsp;''Create Spawn (Ex):'' If a creature with less than 4 Hit Dice dies because of the Energy Drain ability of a Vampire, it can raise as a Vampire Spawn after 5 rounds per Hit Dice (Vampire's choice). A creature with 4 or more Hit Dice may be raised as a Vampire Spawn, or as a true Vampire. 
&nbsp;&nbsp;A Vampire has complete control over its spawn, and can control up to four times its Hit Dice in Vampire Spawn. It can also control Vampires it creates, but they count as having twice their Hit Dice for purposes of this ability. When creating a Vampire or Vampire Spawn, a Vampire may choose to leave them outside of its control, and it can also voluntarily free an existing slave if it chooses to.
&nbsp;&nbsp;''Dominate (Su):'' As a standard action, a Vampire can affect a creature as if with a //Dominate Person// spell, except that the range is only 30 feet. If the Vampire makes eye contact with the target creature, it takes a -2 penalty on the saving throw. The save DC of this ability is Charisma-based.
&nbsp;&nbsp;''Uncanny Dodge (Ex):'' 
&nbsp;&nbsp;''Danger Sense (Ex):'' 
&nbsp;&nbsp;''Life Hunger (Ex):'' A Vampire must drain at least 1 level per four Hit Dice with its Energy Drain ability each 12 days, or it becomes fatigued (despite the Vampire's immunity to fatigue). 
&nbsp;&nbsp;''Sunlight Vulnerability (Ex):'' 
&nbsp;&nbsp;''Skills:'' Concentration (Use Charisma modifier).
This is an example of a tab:

<<tabs txtFavourite
Fecha1 "Evento 1" Krintana
Fecha2 "Evento mas rudo" Magia
Fecha3 "El dia en que Aurix tiro la puerta" Darkfire
>>
*Kozia Paraloghi (Isquemar Taltimus)
*Steel Orchid
*Mithral
*Fiend-blooded
*Sorcerer & Wizard revamp
*Travel Domain
*Las Stats de Gohl
[[Misiones]]
[[techniques]]
&nbsp;&nbsp;''Caster Level:'' Varies.
&nbsp;&nbsp;''Activation:'' Standard (Command or Manipulation).
&nbsp;&nbsp;''Aura:'' Moderate (as the spell).
&nbsp;&nbsp;''Price:'' Varies (see below).

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;A Spell Carrier is a magic item that holds a single-use spell effect. To activate, the wielder must simply use the appropiate command or perform a specific action with the item, set at the moment of its creation (which can be throwing it, making an attack with it or any other simple action).
&nbsp;&nbsp;A Spell Carrier recreates the effect of the spell used to craft it. In the case of area effects, the point of origin is the item itself. A spell that targets a single creature affects the creature touching the Spell Carrier. If the spell requires a touch attack or ranged touch attack, the wielder must make the appropiate roll. Spells that target multiple creatures cannot be stored into a Spell Carrier.
&nbsp;&nbsp;The market price of a Spell Carrier is equal to its spell level * its caster level * 100 gp.
&nbsp;&nbsp;//Prerequisites:// Craft Spell Container, Craft Wondrous Item.
&nbsp;&nbsp;''Caster Level:'' 3rd (+1 bonus), 6th (+2 bonus), 9th (+3 bonus).
&nbsp;&nbsp;''Slot:'' Accesory or Weapon.
&nbsp;&nbsp;''Activation:'' Swift or Standard (Command, see text).
&nbsp;&nbsp;''Aura:'' Moderate Transmutation.
&nbsp;&nbsp;''Price:'' 300 gp (+1 bonus), 1,200 gp (+2 bonus) or 2,700 gp (+3 bonus) per bead.

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;A strand on War Beads can be used when affixed to a weapon (allowing the wielder to activate them when making attacks with it), or while worn as an accesory (in which case benefits the wearer's unarmed attacks and natural weapons). A War Bead increases the Enhancement bonus of a weapon by a predefined amount (from 1 to 3 points) for a single attack, after which the bead is exhausted.
&nbsp;&nbsp;The wielder can use a swift action to activate a single bead before making an attack, or a standard action to activate the entire strand, in which case the beads activate automatically when the wielder attacks, until it chooses to deactivate it (another standard action), or all beads are expended.
&nbsp;&nbsp;Even if the use of War Beads causes a weapon to get a +7 or higher Enhancement bonus, it is not considered an Epic weapon.
&nbsp;&nbsp;//Prerequisites:// Craft Magic Arms and Armor.
/***
Description: Contains the stuff you need to use Tiddlyspot
Note, you also need UploadPlugin, PasswordOptionPlugin and LoadRemoteFileThroughProxy
from http://tiddlywiki.bidix.info for a complete working Tiddlyspot site.
***/
//{{{

// edit this if you are migrating sites or retrofitting an existing TW
config.tiddlyspotSiteId = 'lontira';

// make it so you can by default see edit controls via http
config.options.chkHttpReadOnly = false;
window.readOnly = false; // make sure of it (for tw 2.2)
window.showBackstage = true; // show backstage too

// disable autosave in d3
if (window.location.protocol != "file:")
	config.options.chkGTDLazyAutoSave = false;

// tweak shadow tiddlers to add upload button, password entry box etc
with (config.shadowTiddlers) {
	SiteUrl = 'http://'+config.tiddlyspotSiteId+'.tiddlyspot.com';
	SideBarOptions = SideBarOptions.replace(/(<<saveChanges>>)/,"$1<<tiddler TspotSidebar>>");
	OptionsPanel = OptionsPanel.replace(/^/,"<<tiddler TspotOptions>>");
	DefaultTiddlers = DefaultTiddlers.replace(/^/,"[[WelcomeToTiddlyspot]] ");
	MainMenu = MainMenu.replace(/^/,"[[WelcomeToTiddlyspot]] ");
}

// create some shadow tiddler content
merge(config.shadowTiddlers,{

'TspotOptions':[
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 "<<option pasUploadPassword>>",
 ""
].join("\n"),

'TspotControls':[
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 "| links:|[[tiddlyspot.com|http://tiddlyspot.com/]], [[FAQs|http://faq.tiddlyspot.com/]], [[blog|http://tiddlyspot.blogspot.com/]], email [[support|mailto:support@tiddlyspot.com]] & [[feedback|mailto:feedback@tiddlyspot.com]], [[donate|http://tiddlyspot.com/?page=donate]]|"
].join("\n"),

'WelcomeToTiddlyspot':[
 "This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below.  Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
 "<<tiddler TspotControls>>",
 "See also GettingStarted.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick.  You can make changes and save them locally without being connected to the Internet.  When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]].  Also visit [[TiddlyWiki.org|http://tiddlywiki.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help.  If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// &nbsp;&nbsp;@@ We hope you like using your tiddlyspot.com site.  Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions."
].join("\n"),

'TspotSidebar':[
 "<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">><html><a href='http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download' class='button'>download</a></html>"
].join("\n")

});
//}}}
Nacido en el -XX de los Dioses, como resultado de la unión de un poderoso hechicero janni con una hembra humana, Tzegar forjaría su leyenda al aprender las artes espirituales del divino Ioun, para luego emplear dicho conocimiento en el aprisionamiento y eventual destrucción de dicha deidad.

Empleando un complicado y oscuro ritual, el gigante lograría transferir la chispa divina de su antiguo mentor a sí mismo. Con vastos poderes mágicos y la capacidad de desafiar a la misma muerte, Tzegar se retiraría al inclemente desierto de [[Gumbar]], emergiendo tras décadas de aislamiento, al mando de un fabuloso ejército de criaturas mágicas.
!!El Millar
//Las arenas se tiñen de rojo, bajo el jadeo de mil bocas voraces.
Mil pares de garras se ciernen, invencibles e inmorales.
Carne de bestia, hueso de diablo y sangre de inmortal.
Es el ejército del tirano, la pesadilla de los héroes.//
''Qian, Emir de la tribu Xellum''

Empleando las artes aprendidas de Ioun, Tzegar crearía un ejército de bestias blasfemas.
|!Principado|!Esmalte|!Tesoros|
|[[Tihria]]|Blanco|[[Altair]]|
|[[Monaria]]|Naranja|[[Erhisen]]|
|[[Inde]]|Gris||
|[[Galviar]]|Violeta||
|[[Solifar]]|Verde|[[Oromatis]]|
|[[Ilgevid]]|Celeste|[[Ilmani]]|
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 25/07/2011 20:09:09 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . | ok |
| 02/08/2011 22:22:01 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . | ok |
| 07/08/2011 15:42:27 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . | ok |
| 07/08/2011 22:07:47 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . | ok |
| 28/08/2011 22:54:17 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . |
| 30/08/2011 18:28:48 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . | ok |
| 07/09/2011 00:43:49 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . | ok |
| 18/09/2011 01:39:14 | Prodinium | [[Lontira.html|file:///A:/Lerspinez/Documentos/Wiki/Lontira.html]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . |
| 08/11/2012 18:11:06 | YourName | [[/|http://lontira.tiddlyspot.com/]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . | ok |
| 08/11/2012 18:11:29 | YourName | [[/|http://lontira.tiddlyspot.com/]] | [[store.cgi|http://lontira.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lontira.tiddlyspot.com/index.html]] | . |
/***
|''Name:''|UploadPlugin|
|''Description:''|Save to web a TiddlyWiki|
|''Version:''|4.1.3|
|''Date:''|Feb 24, 2008|
|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|
|''Documentation:''|http://tiddlywiki.bidix.info/#UploadPluginDoc|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
|''Requires:''|PasswordOptionPlugin|
***/
//{{{
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 3,
	date: new Date("Feb 24, 2008"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'
};

//
// Environment
//

if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false;	// true to activate both in Plugin and UploadService
	
//
// Upload Macro
//

config.macros.upload = {
// default values
	defaultBackupDir: '',	//no backup
	defaultStoreScript: "store.php",
	defaultToFilename: "index.html",
	defaultUploadDir: ".",
	authenticateUser: true	// UploadService Authenticate User
};
	
config.macros.upload.label = {
	promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
	promptParamMacro: "Save and Upload this TiddlyWiki in %0",
	saveLabel: "save to web", 
	saveToDisk: "save to disk",
	uploadLabel: "upload"	
};

config.macros.upload.messages = {
	noStoreUrl: "No store URL in parmeters or options",
	usernameOrPasswordMissing: "Username or password missing"
};

config.macros.upload.handler = function(place,macroName,params) {
	if (readOnly)
		return;
	var label;
	if (document.location.toString().substr(0,4) == "http") 
		label = this.label.saveLabel;
	else
		label = this.label.uploadLabel;
	var prompt;
	if (params[0]) {
		prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0], 
			(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
	} else {
		prompt = this.label.promptOption;
	}
	createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);
};

config.macros.upload.action = function(params)
{
		// for missing macro parameter set value from options
		if (!params) params = {};
		var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
		var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
		var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
		var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
		var username = params[4] ? params[4] : config.options.txtUploadUserName;
		var password = config.options.pasUploadPassword; // for security reason no password as macro parameter	
		// for still missing parameter set default value
		if ((!storeUrl) && (document.location.toString().substr(0,4) == "http")) 
			storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
		if (storeUrl.substr(0,4) != "http")
			storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
		if (!toFilename)
			toFilename = bidix.basename(window.location.toString());
		if (!toFilename)
			toFilename = config.macros.upload.defaultToFilename;
		if (!uploadDir)
			uploadDir = config.macros.upload.defaultUploadDir;
		if (!backupDir)
			backupDir = config.macros.upload.defaultBackupDir;
		// report error if still missing
		if (!storeUrl) {
			alert(config.macros.upload.messages.noStoreUrl);
			clearMessage();
			return false;
		}
		if (config.macros.upload.authenticateUser && (!username || !password)) {
			alert(config.macros.upload.messages.usernameOrPasswordMissing);
			clearMessage();
			return false;
		}
		bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password); 
		return false; 
};

config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir) 
{
	if (!storeUrl)
		return null;
		var dest = bidix.dirname(storeUrl);
		if (uploadDir && uploadDir != '.')
			dest = dest + '/' + uploadDir;
		dest = dest + '/' + toFilename;
	return dest;
};

//
// uploadOptions Macro
//

config.macros.uploadOptions = {
	handler: function(place,macroName,params) {
		var wizard = new Wizard();
		wizard.createWizard(place,this.wizardTitle);
		wizard.addStep(this.step1Title,this.step1Html);
		var markList = wizard.getElement("markList");
		var listWrapper = document.createElement("div");
		markList.parentNode.insertBefore(listWrapper,markList);
		wizard.setValue("listWrapper",listWrapper);
		this.refreshOptions(listWrapper,false);
		var uploadCaption;
		if (document.location.toString().substr(0,4) == "http") 
			uploadCaption = config.macros.upload.label.saveLabel;
		else
			uploadCaption = config.macros.upload.label.uploadLabel;
		
		wizard.setButtons([
				{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption, 
					onClick: config.macros.upload.action},
				{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
				
			]);
	},
	options: [
		"txtUploadUserName",
		"pasUploadPassword",
		"txtUploadStoreUrl",
		"txtUploadDir",
		"txtUploadFilename",
		"txtUploadBackupDir",
		"chkUploadLog",
		"txtUploadLogMaxLine"		
	],
	refreshOptions: function(listWrapper) {
		var opts = [];
		for(i=0; i<this.options.length; i++) {
			var opt = {};
			opts.push();
			opt.option = "";
			n = this.options[i];
			opt.name = n;
			opt.lowlight = !config.optionsDesc[n];
			opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
			opts.push(opt);
		}
		var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
		for(n=0; n<opts.length; n++) {
			var type = opts[n].name.substr(0,3);
			var h = config.macros.option.types[type];
			if (h && h.create) {
				h.create(opts[n].colElements['option'],type,opts[n].name,opts[n].name,"no");
			}
		}
		
	},
	onCancel: function(e)
	{
		backstage.switchTab(null);
		return false;
	},
	
	wizardTitle: "Upload with options",
	step1Title: "These options are saved in cookies in your browser",
	step1Html: "<input type='hidden' name='markList'></input><br>",
	cancelButton: "Cancel",
	cancelButtonPrompt: "Cancel prompt",
	listViewTemplate: {
		columns: [
			{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
			{name: 'Option', field: 'option', title: "Option", type: 'String'},
			{name: 'Name', field: 'name', title: "Name", type: 'String'}
			],
		rowClasses: [
			{className: 'lowlight', field: 'lowlight'} 
			]}
};

//
// upload functions
//

if (!bidix.upload) bidix.upload = {};

if (!bidix.upload.messages) bidix.upload.messages = {
	//from saving
	invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
	backupSaved: "Backup saved",
	backupFailed: "Failed to upload backup file",
	rssSaved: "RSS feed uploaded",
	rssFailed: "Failed to upload RSS feed file",
	emptySaved: "Empty template uploaded",
	emptyFailed: "Failed to upload empty template file",
	mainSaved: "Main TiddlyWiki file uploaded",
	mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
	//specific upload
	loadOriginalHttpPostError: "Can't get original file",
	aboutToSaveOnHttpPost: 'About to upload on %0 ...',
	storePhpNotFound: "The store script '%0' was not found."
};

bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
{
	var callback = function(status,uploadParams,original,url,xhr) {
		if (!status) {
			displayMessage(bidix.upload.messages.loadOriginalHttpPostError);
			return;
		}
		if (bidix.debugMode) 
			alert(original.substr(0,500)+"\n...");
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
			alert(config.messages.invalidFileError.format([localPath]));
			return;
		}
		bidix.upload.uploadRss(uploadParams,original,posDiv);
	};
	
	if(onlyIfDirty && !store.isDirty())
		return;
	clearMessage();
	// save on localdisk ?
	if (document.location.toString().substr(0,4) == "file") {
		var path = document.location.toString();
		var localPath = getLocalPath(path);
		saveChanges();
	}
	// get original
	var uploadParams = new Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
	var originalPath = document.location.toString();
	// If url is a directory : add index.html
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + "index.html";
	var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
	var log = new bidix.UploadLog();
	log.startUpload(storeUrl, dest, uploadDir,  backupDir);
	displayMessage(bidix.upload.messages.aboutToSaveOnHttpPost.format([dest]));
	if (bidix.debugMode) 
		alert("about to execute Http - GET on "+originalPath);
	var r = doHttp("GET",originalPath,null,null,username,password,callback,uploadParams,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

bidix.upload.uploadRss = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.rssSaved,bidix.dirname(url)+'/'+destfile);
			bidix.upload.uploadMain(params[0],params[1],params[2]);
		} else {
			displayMessage(bidix.upload.messages.rssFailed);			
		}
	};
	// do uploadRss
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
		var rssUploadParams = new Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		var rssString = generateRss();
		// no UnicodeToUTF8 conversion needed when location is "file" !!!
		if (document.location.toString().substr(0,4) != "file")
			rssString = convertUnicodeToUTF8(rssString);	
		bidix.upload.httpUpload(rssUploadParams,rssString,callback,Array(uploadParams,original,posDiv));
	} else {
		bidix.upload.uploadMain(uploadParams,original,posDiv);
	}
};

bidix.upload.uploadMain = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		var log = new bidix.UploadLog();
		if(status) {
			// if backupDir specified
			if ((params[3]) && (responseText.indexOf("backupfile:") > -1))  {
				var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
				displayMessage(bidix.upload.messages.backupSaved,bidix.dirname(url)+'/'+backupfile);
			}
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.mainSaved,bidix.dirname(url)+'/'+destfile);
			store.setDirty(false);
			log.endUpload("ok");
		} else {
			alert(bidix.upload.messages.mainFailed);
			displayMessage(bidix.upload.messages.mainFailed);
			log.endUpload("failed");			
		}
	};
	// do uploadMain
	var revised = bidix.upload.updateOriginal(original,posDiv);
	bidix.upload.httpUpload(uploadParams,revised,callback,uploadParams);
};

bidix.upload.httpUpload = function(uploadParams,data,callback,params)
{
	var localCallback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (xhr.status == 404)
			alert(bidix.upload.messages.storePhpNotFound.format([url]));
		if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
			alert(responseText);
			if (responseText.indexOf("Debug mode") >= 0 )
				responseText = responseText.substring(responseText.indexOf("\n\n")+2);
		} else if (responseText.charAt(0) != '0') 
			alert(responseText);
		if (responseText.charAt(0) != '0')
			status = null;
		callback(status,params,responseText,url,xhr);
	};
	// do httpUpload
	var boundary = "---------------------------"+"AaB03x";	
	var uploadFormName = "UploadPlugin";
	// compose headers data
	var sheader = "";
	sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
	sheader += uploadFormName +"\"\r\n\r\n";
	sheader += "backupDir="+uploadParams[3] +
				";user=" + uploadParams[4] +
				";password=" + uploadParams[5] +
				";uploaddir=" + uploadParams[2];
	if (bidix.debugMode)
		sheader += ";debug=1";
	sheader += ";;\r\n"; 
	sheader += "\r\n" + "--" + boundary + "\r\n";
	sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
	sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
	sheader += "Content-Length: " + data.length + "\r\n\r\n";
	// compose trailer data
	var strailer = new String();
	strailer = "\r\n--" + boundary + "--\r\n";
	data = sheader + data + strailer;
	if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
	var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; ;charset=UTF-8; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
{
	if (!posDiv)
		posDiv = locateStoreArea(original);
	if((posDiv[0] == -1) || (posDiv[1] == -1)) {
		alert(config.messages.invalidFileError.format([localPath]));
		return;
	}
	var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
				store.allTiddlersAsHtml() + "\n" +
				original.substr(posDiv[1]);
	var newSiteTitle = getPageTitle().htmlEncode();
	revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
	revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
	revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
	revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
	revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
	return revised;
};

//
// UploadLog
// 
// config.options.chkUploadLog :
//		false : no logging
//		true : logging
// config.options.txtUploadLogMaxLine :
//		-1 : no limit
//      0 :  no Log lines but UploadLog is still in place
//		n :  the last n lines are only kept
//		NaN : no limit (-1)

bidix.UploadLog = function() {
	if (!config.options.chkUploadLog) 
		return; // this.tiddler = null
	this.tiddler = store.getTiddler("UploadLog");
	if (!this.tiddler) {
		this.tiddler = new Tiddler();
		this.tiddler.title = "UploadLog";
		this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
		this.tiddler.created = new Date();
		this.tiddler.modifier = config.options.txtUserName;
		this.tiddler.modified = new Date();
		store.addTiddler(this.tiddler);
	}
	return this;
};

bidix.UploadLog.prototype.addText = function(text) {
	if (!this.tiddler)
		return;
	// retrieve maxLine when we need it
	var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
	if (isNaN(maxLine))
		maxLine = -1;
	// add text
	if (maxLine != 0) 
		this.tiddler.text = this.tiddler.text + text;
	// Trunck to maxLine
	if (maxLine >= 0) {
		var textArray = this.tiddler.text.split('\n');
		if (textArray.length > maxLine + 1)
			textArray.splice(1,textArray.length-1-maxLine);
			this.tiddler.text = textArray.join('\n');		
	}
	// update tiddler fields
	this.tiddler.modifier = config.options.txtUserName;
	this.tiddler.modified = new Date();
	store.addTiddler(this.tiddler);
	// refresh and notifiy for immediate update
	story.refreshTiddler(this.tiddler.title);
	store.notify(this.tiddler.title, true);
};

bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir,  backupDir) {
	if (!this.tiddler)
		return;
	var now = new Date();
	var text = "\n| ";
	var filename = bidix.basename(document.location.toString());
	if (!filename) filename = '/';
	text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
	text += config.options.txtUserName + " | ";
	text += "[["+filename+"|"+location + "]] |";
	text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
	text += uploadDir + " | ";
	text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
	text += backupDir + " |";
	this.addText(text);
};

bidix.UploadLog.prototype.endUpload = function(status) {
	if (!this.tiddler)
		return;
	this.addText(" "+status+" |");
};

//
// Utilities
// 

bidix.checkPlugin = function(plugin, major, minor, revision) {
	var ext = version.extensions[plugin];
	if (!
		(ext  && 
			((ext.major > major) || 
			((ext.major == major) && (ext.minor > minor))  ||
			((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
			// write error in PluginManager
			if (pluginInfo)
				pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
			eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"
	}
};

bidix.dirname = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));
	}
};

bidix.basename = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("#")) != -1) 
		filePath = filePath.substring(0, lastpos);
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(lastpos + 1);
	} else
		return filePath.substring(filePath.lastIndexOf("\\")+1);
};

bidix.initOption = function(name,value) {
	if (!config.options[name])
		config.options[name] = value;
};

//
// Initializations
//

// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);

// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");

//optionsDesc
merge(config.optionsDesc,{
	txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
	txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
	txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
	txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
	txtUploadUserName: "Upload Username",
	pasUploadPassword: "Upload Password",
	chkUploadLog: "do Logging in UploadLog (default: true)",
	txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"
});

// Options Initializations
bidix.initOption('txtUploadStoreUrl','');
bidix.initOption('txtUploadFilename','');
bidix.initOption('txtUploadDir','');
bidix.initOption('txtUploadBackupDir','');
bidix.initOption('txtUploadUserName','');
bidix.initOption('pasUploadPassword','');
bidix.initOption('chkUploadLog',true);
bidix.initOption('txtUploadLogMaxLine','10');


// Backstage
merge(config.tasks,{
	uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}
});
config.backstageTasks.push("uploadOptions");


//}}}

&nbsp;&nbsp;''[[Urai|Artifact Weapon: Bow of the Glacial Avatar]]'' (Genio: //"Helada"//) es uno de los [[Avatares Elementales]] creados durante la Era de los Dioses. Tercero.
!!!Historia
&nbsp;&nbsp;[[Afruzam]] la Sabia. Líder de la Tribu Escarcha.
&nbsp;&nbsp;
!!!Poderes
&nbsp;&nbsp;
&nbsp;&nbsp;
&nbsp;&nbsp;''[[Urau|Artifact Weapon: Hammer of the Cyclonic Avatar]]'' (Genio: //"Vendaval"//) es uno de los [[Avatares Elementales]] creados durante la Era de los Dioses. Se le conoce como Martillo Ciclónico en la mayoría de las leyendas. El quinto en ser creado, se le atribuyen en las leyendas el poder más devastador, y el temperamento más violento.
&nbsp;&nbsp;El Martillo Ciclónico es un gran mazo de guerra de inusuales proporciones, con una cabeza demasiado voluminosa para su tamaño. Pese a su tamaño, el arma es descrita como ligera y bien balanceada. La cabeza, forjada de acero con alma de hierro puro, está perfectamente pulida y posee grabados que represetan nubes movidas por el viento.
!!!Historia
&nbsp;&nbsp;[[Laeki]] el Músico. Líder de la Tribu Nube.
&nbsp;&nbsp;
!!!Poderes
&nbsp;&nbsp;
&nbsp;&nbsp;
&nbsp;&nbsp;''Virukys'' (Genio: //Ojo Solitario//) es el nombre de la ciudadela donde [[Yinzaft, El Astrónomo|Yinzaft]] gobernase durante la Era de los Dioses. Famosa por sus academias y laboratorios, fue allí donde nacieron numerosos avances científicos y místicos. 
&nbsp;&nbsp;Resguardada por complicados sortilegios, sólo era posible llegar en grandes galeras verdes construidas por el mismo Yinzaft. Cuando los barcos fueron destruidos al final de la Primera Insurrección, la ciudad quedó perdió para siempre.
!!!Descripción
!!!Historia
&nbsp;&nbsp;''Description:'' +1 Flaming Everbright Longsword
&nbsp;&nbsp;''Body Slot:'' — (held)
&nbsp;&nbsp;''Caster Level:'' 6th (+2 Enhancement)
&nbsp;&nbsp;''Activation:'' Spell Trigger
&nbsp;&nbsp;''Aura:'' Moderate Transmutation, Faint Evocation [Fire]
&nbsp;&nbsp;''Price:'' 12,000 gp (plus 240 gp for Mwk Longsword)

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;Caster Level 7th. When created a Blaze of Life has 25 charges, which can be expended to activate the following effects:
<<<
&nbsp;&nbsp;''1 charge:'' //Reaching Cure Wounds III//, //Cure Wounds IV//
&nbsp;&nbsp;''2 charges:'' //Mass Cure Wounds III//, //Lesser Heal//
<<<
&nbsp;&nbsp;//Prerequisites:// 
&nbsp;&nbsp;''Description:'' +2 Greatsword (Adamantine): Axiomatic.
&nbsp;&nbsp;''Body Slot:'' — (held).
&nbsp;&nbsp;''Caster Level:'' 9th (+3 Enhancement).
&nbsp;&nbsp;''Activation:'' Free (Mental).
&nbsp;&nbsp;''Aura:'' Moderate Transmutation, Strong Divination.
&nbsp;&nbsp;''Price:'' 22,000 gp (plus ??? gp for Mwk Adamantine Greatsword).

&nbsp;&nbsp;//Also know as Executioners, these blades were the trademark weapon of the dreaded 11th Division of the Church of Law, most commonly refered as the "Death Squad". Once a symbol for justice, they have become a reminder of the reign of the Mad Judge, ???.//

&nbsp;&nbsp;Three times per day, when a Lawful creature makes an attack roll with the Brand of Justice, or when required to make a saving throw, it can choose to treat a single potential d20 result as an 11. Activating this ability is a free action that can be used an any time, but only before the d20 is rolled.
&nbsp;&nbsp;''Description:'' +2 Rapier.
&nbsp;&nbsp;''Body Slot:'' — (Held).
&nbsp;&nbsp;''Caster Level:'' 11th (+5 Enhancement).
&nbsp;&nbsp;''Activation:'' Swift (Command) and Swift (Mental).
&nbsp;&nbsp;''Aura:'' Strong Transmutation, Moderate Evocation.
&nbsp;&nbsp;''Price:'' 50,000 gp.

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;This weapon performs as a normal rapier until the right command is used. The weapon's blade transforms into pure energy, which gives numerous advantages and drawbacks to the wielder: 
&nbsp;&nbsp;First, the weapon loses most of its weight and is considered a Light weapon. The wielder can apply its full Dexterity bonus on attack rolls made with the weapon, even if it doesn't have the Weapon Finesse feat, but its Strength modifier doesn't apply on damage rolls.
&nbsp;&nbsp;The weapon's attacks also ignore any corporeal form of armor (Natural, Armor, Shield), unless it has the ability to stop incorporeal attacks. A Shifting Epee strikes incorporeal creatures normally, and deals double base and enhancement damage to energy-based creatures (Elementals, Deathless and Undead).
&nbsp;&nbsp;Finally, the wielder can use a Swift (Mental) action to increase the weapon's reach by up to 15 feet for its next attack with it, as long as that attack is made before the end of its current turn.
&nbsp;&nbsp;''Description:'' +7 Bastard Sword.
&nbsp;&nbsp;''Body Slot:'' — (held).
&nbsp;&nbsp;''Caster Level:'' 21st (+7 Enhancement).
&nbsp;&nbsp;''Aura:'' Overwhelming Transmutation.
&nbsp;&nbsp;''Price:'' 98,000 gp.

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;The cursed Sword of Erbenis drains the lifeforce of its wielder. When a creature first voluntarily wields the weapon, and at the beginning of each subsequent turn, the weapon deals an amount of hit point drain to it equal to twice the diference between the creature's Hit Dice and the weapon's caster level. 
&nbsp;&nbsp;While a creature is still wielding the Sword of Erbenis, the hit point drain cannot be restored. Once a creature releases the weapon, the hit point drain dealt by this weapon can be restored with a spell of at least 6th level, and only if the caster makes a successful spell penetration check against DC 35. 
&nbsp;&nbsp;//Prerequisites:// CL 21st, Craft Magic Arms and Armor.
&nbsp;&nbsp;''Description:'' +2 Longsword: Energy Burst (Flaming, Freezing, Shocking).
&nbsp;&nbsp;''Body Slot:'' — (held).
&nbsp;&nbsp;''Caster Level:'' 9th (+4 Enhancement).
&nbsp;&nbsp;''Activation:'' Swift (Command).
&nbsp;&nbsp;''Aura:'' Faint Transmutation, Moderate Evocation.
&nbsp;&nbsp;''Price:'' 40,000 gp.

&nbsp;&nbsp;//Flavor Text//

&nbsp;&nbsp;//Prerequisites:// CL 9th, Craft Magic Arms and Armor, //Weapon of Energy//.
|!Weapon Name |!Price |!Weight |!Damage |!Critical |!Range |!Special |
|>|>|>|>|>|>|''Light''|
|...| gp| lb|xdy (-)|/×|–|–|
|Broadsword| gp| lb|xdy (-)|/×|–|–|
|Longknife| gp| lb|xdy (-)|/×|–|–|
|>|>|>|>|>|>|''One-handed''|
|...| gp| lb|xdy (-)|/×|–|–|
|Longsaber| gp| lb|1d8 (S)|18/×2|–|Parry, Telling|
|>|>|>|>|>|>|''Two-handed''|
|...| gp| lb|xdy (-)|/×|–|–|
|>|>|>|>|>|>|''Ranged''|
|...| gp| lb|xdy (-)|/×|–|–|
^^1^^: Reach weapon
^^2^^: Double weapon
^^3^^: Nonlethal damage
^^4^^: Treat as ammo
|!Weapon Name |!Price |!Weight |!Damage |!Critical |!Range |!Special |
|>|>|>|>|>|>|''Light''|
|Handaxe|4 gp|2 lb|1d6 (S)|20/×3|10 ft|Telling|
|Knife, Throwing|4 gp|1 lb|1d4 (P)|19-20/×2|20 ft|—|
|Sap|1 gp|2 lb|1d6^^3^^ (B)|20/×2|—|—|
|Shield, Light|special|special|1d4 (B)|20/×2|—|—|
|Spiked Shield, Light|+6 gp|+1 lb|1d6 (BP)|20/×2|—|—|
|Shortsword|8 gp|3 lb|1d6 (P)|19-20/×2|—|Parry|
|Warknife|6 gp|2 lb|1d4 (S)|18-20/×2|—|Parry|
|>|>|>|>|>|>|''One-handed''|
|Battleaxe|10 gp|4 lb|1d8 (BS)|20/×3|–|Telling|
|Battlepick|10 gp|4 lb|1d6 (P)|20/×4|–|Telling, Trip|
|Flail|10 gp|4 lb|1d8 (B)|19-20/×2|–|Disarm, Trip|
|Greatmace|12 gp|5 lb|1d10 (B)|20/×2|–|Sunder|
|Longsword|15 gp|4 lb|1d8 (S)|19-20/×2|–|Parry|
|Rapier|20 gp|3 lb|1d6 (P)|18-20/×2|–|Finesse, Parry, Sidearm|
|Saber|15 gp|3 lb|1d6 (S)|18-20/×2|–|Parry, Sidearm|
|Shield, Heavy|special|special|1d6 (B)|20/×2|–|–|
|Spiked Shield, Heavy|+8 gp|+1 lb|1d8 (BP)|20/×2|–|–|
|Warhammer|10 gp|4 lb|1d8 (B)|20/×3|–|Sunder, Telling|
|>|>|>|>|>|>|''Two-handed''|
|Flail, Heavy|20 gp|5 lb|1d10 (B)|19-20/×2|–|Disarm, Trip|
|Glaive^^1^^|15 gp|6 lb|1d10 (S)|19-20/×2|–|Parry|
|Greataxe|20 gp|8 lb|1d12 (BS)|20/×3|–|Telling|
|Greatspear^^1^^|18 gp|8 lb|2d6 (P), 1d8 (S)|20/×3, 20/×2|10 ft|Anticharge (P), Telling (P)|
|Greatsword|25 gp|6 lb|2d6 (S)|19-20/×2|–|Parry|
|Halberd^^1^^|20 gp|7 lb|1d10 (P), 1d8 (BS)|20/×3|–|Anticharge (P), Parry, Telling, Trip|
|Scythe|18 gp|7 lb|2d4 (P/S)|20/×4|–|Telling, Trip|
|Trident^^1^^|15 gp|6 lb|2d4 (P)|20/×3|20 ft|Anticharge, Disarm, Telling|
|>|>|>|>|>|>|''Ranged''|
|Longbow|6 gp|2 lb|1d8 (P)|20/×3|100 ft|–|
|Shortbow|4 gp|2 lb|1d6 (P)|20/×3|60 ft|–|
^^1^^: Reach weapon
^^2^^: Double weapon
^^3^^: Nonlethal damage


''Greatspear:'' When thrown, can deal only Piercing damage.
''Longbow:'' No small version (use Shortbow), Large version has a 140 ft range. Comp +2 gp, each STR rating increases the cost by 4 gp
''Rapier:'' Light for Parry, Can't be used with both hands.
''Shortsbow:'' Usable on horseback
''Shield, Heavy:'' Off-hand attack at no penalty (except when using TWF)
|!Weapon Name |!Price |!Weight |!Damage |!Critical |!Range |!Special |
|>|>|>|>|>|>|''Light''|
|Dagger|4 gp|1 lb|1d4 (P)|19-20/×2|10 ft|–|
|Dagger, Punching|5 gp|2 lb|1d4 (P)|20/×3|–|–|
|Gauntlet, Spiked|4 gp|1 lb|1d4 (P)|20/×2|–|–|
|Mace, Light|2 gp|2 lb|1d4 (B)|20/×2|–|Parry|
|Sickle|5 gp|2 lb|1d6 (S)|20/×2|–|–|
|Unarmed Strike|–|–|1d3^^3^^ (B)|20/×2|–|–|
|>|>|>|>|>|>|''One-handed''|
|Club|5 sp|3 lb|1d6 (B)|20/×2|–|–|
|Mace, Heavy|8 gp|4 lb|1d8 (B)|20/×2|–|Sunder|
|Javelin|3 gp|2 lb|1d6 (P)|20/×2|30 ft|–|
|>|>|>|>|>|>|''Two-handed''|
|Greatclub|2 gp|7 lb|1d10 (B)|20/×3|–|Sunder|
|Longspear^^1^^|4 gp|4 lb|1d8 (P)|20/×3|20 ft|Anticharge|
|Quarterstaff^^1,2^^|5 sp|3 lb|1d6 (B)|20/×2|–|Parry|
|>|>|>|>|>|>|''Ranged''|
|Blowgun|2 sp|1 lb|0 (P)|–|20 ft|–|
|Crossbow, Medium|8 gp|4 lb|1d8 (P)|19-20/×2|120 ft|–|
|Dart|1 gp|1 lb|1d4 (P)|20/×2|20 ft|–|
|Sling|5 sp|1 lb|1d4 (B)|20/×2|40 ft|–|
^^1^^: Reach weapon
^^2^^: Double weapon
^^3^^: Nonlethal damage

''Blowgun:'' Max 5 range increment, Piercing for purposes of DR
''Crossbow:'' Define -> Str rating, penetrate. Mwk price x20
''Dagger, Punching:'' One-handed for Power Atk
''Longspear:'' One-handed as martial weapon, no anticharge, double damage on mounted charge.
''Quarterstaff:'' TWF as 2 light weapons
&nbsp;&nbsp;''Yinzaft'' (Alias: "El Astrónomo", "El Que Navega en Flamas") fue uno de los ocho soberanos gigantes que gobernaban durante la [[Primera Insurreción]], sirviendo como cabeza de la Tribu Estrella.
Llamado también "El Centinela", 
!!!Historia
!!!Identidad Verdadera
|>|!Nombre|
|''Especie''||
|''Género''||
|''Nacimiento''||
|''Ocupación''||
|''Afiliaciones''||
''Nombre'' (Alias "")
&nbsp;&nbsp;
&nbsp;&nbsp;
&nbsp;&nbsp;
!!!Poderes y Habilidades
&nbsp;&nbsp;Etceteris
;''Ánima Noble: Rezhalix Izpar Marek''
&nbsp;&nbsp;(Genio: "Las Mil Facetas de la Violencia") Considerada casi unánimemente como el arma más poderosa de toda Lauremia, se trata de un [[Arma Conceptual|Poder Conceptual]] en la cual se ha cristalizado el entendimiento de Zilvar sobre la disciplina del combate. Si bien Rezhalix Izpar Marek tiene la capacidad de adoptar el aspecto de cualquier arma, su dueño suele manifestarla en una de las cinco formas descritas a continuación.
&nbsp;&nbsp;'':''
&nbsp;&nbsp;'':''
&nbsp;&nbsp;'':''
&nbsp;&nbsp;'':''
&nbsp;&nbsp;'':''
&nbsp;
Common trees: Stuff above tier 4 are plot powers, I guess


Tier 1 - Energy strike: 1d8/ two levels flavorwise classic element.  Use restricted 1d4 rounds. Adds to attack. 
Tier 2 - Spam elemental strike: 1d8/two levels. Use at will.
	Exotic damage – positive, negative energy, force
Tier 3 – More dakka: deals 1d8/ level instead
 	Spread - attack becomes area instead of targeted
Tier 4 - Plot powers, breath elemental, paralysis, drain life


Combat maneuver tree

Tier 1: Favoured maneuver: XX bonus to improve certain combat maneuver
Tier 2: Improved maneuver: maneuver initiates as part of an attack.
Tier 3:  Pile up: Maneuver may affect more than 1 available target

Big shoes tree:

Tier 1 – Enlarge 1 extra size category
Tier 2 – Enlarge 1 extra size category
Tier 3 – Enlarge 1 extra size category
Tier 4 – Enlarge 1 extra size category

“Can’t touch this” tree:
Tier 1 – Blur, evasion
Tier 2 – Blink, dimension step
Tier 3 – swift etherealness, improved evasion
Tier 4 – Etherealness, teleport

Backstabbing bastard tree:
Tier 1 – Sudden//Sneak attack
Tier 2 – Penalty inducing strike
Tier 3 – Same as before, but harder penalties

Resilient beast tree:
Tier 1 – Natural armor
Tier 2 – Damage reduction
Tier 3 – Fast healing
Tier 4 – Regeneration

Unstoppable force tree
Tier 1 – All that crap
Tier 2 – that leads to hitting
Tier 3 – with deep impact and /or
Tier 4 – elder mountain hammer

Immovable object tree
Pues, why not?

Lazy designer tree:
Tier 1 – Flavorwise spell-like ability of the same level