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		<title>Special Magic Items</title>
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		<updated>2020-03-06T01:01:12Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Thorthai de Olc:''' Translating loosely from some ancient language as &amp;quot;Fruit of Evil&amp;quot; this Skipball has seen better days. It's old, restitched numerous times, and when all is said and done, looks like it probably is due for another restitching. This particular Skipball can, somehow, trace its lineage all the way back to a large city in the Vast that was populated by Halflings. Until one day... a drunken Lucht stumbled in to town and everything was turned on end. &lt;br /&gt;
&lt;br /&gt;
The Lucht brought with him a penchant for games, and soon -- whilst rambling drunk -- invented a game that he called Skipball. Where you throw the ball to try and skip it across several tiles and the opponent tries to catch it. Thought of as a singularly brutal game, it rapidly entraptured the halflings within the city. Several people died from the game, and many others left with bloody noses, so much so that it was banned for eight years, but the underground Skipball circuits became all the more vicious! &lt;br /&gt;
&lt;br /&gt;
Eventually the game became the downfall of the entire town and they moved away. It turned out to be a very lucky thing as the year after the town was vacated, a portal in the Vast opened up and swallowed the town whole. Many people feel it was a trick by the gods, but to this day some Halflings still know the horrors of the game of Skipball.&lt;br /&gt;
:Current Owner: Faranmidahn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minun Veljeni:''' It translates loosely to Brothers of Mine in Trade. As the story goes, there once lived a man who shunned his brothers to become minor nobility. He gained the title of Knight, flourished in the lists, dominating tournaments and never fell ill (He claimed his health was due to his scarf). But there was always the void within him, the family he pushed away, the brothers he turned to enemies. &lt;br /&gt;
&lt;br /&gt;
One tournament, he was unhorsed and beaten bloody. The nobles looked for his family so that the Knight may rest, only to find none. Left alone, he was destined to die, until his brothers came forward and took him from the field. He may have scorned them, but they never left him. Under the care of his family he returned to health, and started a fencing school for would be Knights. He lived the rest of his days happy and surrounded by those he loved. He renamed his scarf that he took along the journey, Minun Veljeni.&lt;br /&gt;
:Current Owner: Zant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Edrych ar Broffwydoliaeth:''' Roughly translated as 'Gaze of Prophecy'. Well over a thousand years back, a gnome with a penchant for scrying and fortune telling owned these spectacles. She glowered frequently and told many prophecies that debatably came to pass. That is, until one fateful day, where she underwent a fit with much thrashing and a flopping onto the floor in the middle of a reading. &lt;br /&gt;
&lt;br /&gt;
Her client wanted to know if her wife, Sandy (no relation), was cheating on her! Instead she got the most cryptic of responses, &amp;quot;When the moment comes that the mountain weeps with molten fury, a betrayal shall bring forth a rise in immorality and an end to the monarchy.&amp;quot; Soon after, the fortune teller regained her composure and much tea and cookies were had. &lt;br /&gt;
&lt;br /&gt;
Later that year, a volcano exploded and soon after it came out that the Queen Sandy was INDEED cheating on Queen Ifflwuanfwah! The kingdom went through an upheaval and fell apart soon after! And thus ended the five year Kingdom of Jowuhnalulu in the Jade Islands.&lt;br /&gt;
:Current Owner: Delilah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Te Tuarua Kaiako:''' Translated roughly from Oruch as Teacher's Stance. Years back, an Oruch teacher traveled amongst the tribes, she was upheld as a premiere swordsman and bested everyone in a duel that she challenged. She was also known for being a pretty terrible teacher. One day, while drinking her way through yet more grog, she was challenged by a Tribesman and he took her left arm below the elbow. From there on, she fought only with her right, and her prowess with the sword grew to be considered unmatched, but it wasn't her skill in the duel that became her legacy. &lt;br /&gt;
&lt;br /&gt;
The swordsman's school became one of the founding styles to the Oruch, and while the school itself faded into history her legacy as a teacher never did. The sword, Te Tuarua Kaiako, was one that she had made after losing her arm, and the one that was considered most responsible for helping her hone her style. The other odd record of note, which she gained after losing the limb, was her record for scaling cliffs which she held for four centuries until magic became a commonplace supplement to the event.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ahora's Pyre:''' This shirt, slightly oversized, belonged to an oruch skald. Ngaire flowed into battles with the force of a tsunami, and brought honor and victory to her clan. However, during a battle upon Dran's most bloody soil, she lost her sister to the opposing Dranei forces of Sulgikr Ironfist. &lt;br /&gt;
&lt;br /&gt;
Howling in rage, Ngaire threw herself at the enemy. &lt;br /&gt;
&lt;br /&gt;
Her clan won the battle, but Ngaire was left with a hole in her heart. She would have retired then, yet word came that Ironfist had acquired some of her sister's belongings--a bit of hair, nail, and a piece of her heart. Her nightmares came true when he took to the field--and used to the essence of her fallen kin to call Thul's power onto the field.&lt;br /&gt;
&lt;br /&gt;
Her rage knew no bounds. She threw herself into the fray, and set his army aflame.&lt;br /&gt;
&lt;br /&gt;
A pyre for her kin.&lt;br /&gt;
&lt;br /&gt;
And her.&lt;br /&gt;
&lt;br /&gt;
Though she perished in the fire, a thrice-removed kin, a shaman of her clan, took parts of hair and nail--from both sisters--and wove them into this shirt, and wrote upon it oruch funeral blessings. &lt;br /&gt;
:Current Owner: Alba&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hele Kolle:''' Translated roughly from Aesir as 'Healing Stick'. At least five hundred years back, a healer lived in the outskirts of what is today known as Alexandros. A healer of exceptional talent, they became renowned for their ability to cure any ailment. Regrow limbs. Healed minds. Even, it is said, to bring back from the dead. And all of it without a single word being heard. &lt;br /&gt;
&lt;br /&gt;
This staff is not theirs, but it was owned by their only known apprentice; a young human who in contrast to their mentor, spoke and wrote fluently. It is said before passing it onto their apprentice, the Healer touched it, imbued it with a portion of their power. To this day it is said that sometimes, when the staff is held by someone who is distraught or afflicted by some mental concern, that for a moment their mind can be at peace as if they are surrounded by a blanket of understanding.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Sasha&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
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:Current Owner: Donna&lt;br /&gt;
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'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
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'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
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'''Exemption:''' This pint-size dragonspitter packs a big punch. Once wielded by the daring folk-hero and freedom warrior, Kalthi Cogsnapper, it found itself depicted in legends, tapestries, and books surrounding the Charneth hero--a daring figure who survived ten years as a thorn in the Charneths' side. &lt;br /&gt;
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Eventually, Kalthi would be captured, executed--yet her weapon spirited away be a freed slave, where it eventually made its way into Alexandros via caravan. It is said the weapon bears no love for those who would trample on the freedom of another, and the Charneth in particular.&lt;br /&gt;
&lt;br /&gt;
The dragonspitter gets its name from a supposed legend--where Kalthi stood down a Charneth taxpayer who was about to sequester someone's arm, with the phrase, &amp;quot;I'd like to make an exception,&amp;quot; before blowing off his head.&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
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'''Huipilli il Vethkaachal:''' This huipilli, or huipil, bears an erratic pattern among its stitching. Its crafter, Aapo, would have counted it among his greatest of creations. However, as he began the threads, magic broke. Aapo would weave and weave for days, the movement of thread-claws becoming erratic. His expression fevered, he found could not put down the thread so long as magic spun. Eventually, he finished the huipil's pattern--something beautiful, yet broken, like magic, itself.&lt;br /&gt;
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The crafter would have cast the work to fire, but was stopped by a shaman. The shaman took the cloth to their local caste-home, to reflect upon during the next moon rise, that being the strongest time of the Spirit Singing Dragon, Eluna.&lt;br /&gt;
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What the shaman saw was unknown or unknowable. However, it is known that the haipil possesses an affinity for the magic-broken, and the spirits suggest, will eventually find its way to them. The name means, &amp;quot;The Broken Weave.&amp;quot;&lt;br /&gt;
:Current Owner: Iuitl&lt;br /&gt;
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'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
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Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
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This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
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The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
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:Current Owner: Malik&lt;br /&gt;
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'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
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'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
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:Current Owner: Acedia&lt;br /&gt;
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'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
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'''Kellaxde:''' At close look, this lance shows numerous repairs. Given the strength of arvek attention to detail however, it has life left in it, yet. The lance, it is discovered, was crafted from the first tree felled by the arvek when rebuilding Blar. Though the rest of the wood was used to craft a homestead--the farmer had kept this piece, and would craft it into a weapon for their daughter; a warrior.&lt;br /&gt;
&lt;br /&gt;
After just three years, the daughter would pass in battle against the Garnaks, but the weapon would return to her family, to be passed on to a new warrior, and raised once more in the arveks' war for their own sovereignty. &lt;br /&gt;
&lt;br /&gt;
The name, well. The arvek are just bad at naming things. An inscription along the handle reveals its name to be &amp;quot;Kellaxde,&amp;quot; which translates roughly, to &amp;quot;Stick.&amp;quot;&lt;br /&gt;
:Current Owner: Garak&lt;br /&gt;
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'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
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'''Naur Gwenme:''' A hundred years ago, a gobber found themselves lost in the woods. At first, this gobber--one of the first among the self-styled Civilized tribes, hated the experience. His feet were muddy, his hands were filthy. His explosions, when he crafted them, became muddy and useless before blossoming beautifully into booming kabooms. So incensed was he that he spent years learning more traditional magics, to craft a set of clothes to keep the mud away. However,  by the time he made them, he found he did not mind the mud, the earth so much. His great ears too, attuned themselves to the sounds of the wild--and he restyled himself, Hurgathar Firefang, a gobber druid. Though at first unwelcome, uncertain among the druid circles, he soon proved his worth through bravery--rescuing creatures from dangerous situations, and ones no one else cared for--or who they were too afraid to help. The bow was one of his craft--made for one of the first druids to accept him for who he was. It always smells faintly of smoke and fire; a memory of Firefang's ancestry, and may possess an affinity for this magic.&lt;br /&gt;
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The name, Naur Gwenme, is a sil name meaning, &amp;quot;Friend of Fire,&amp;quot; and refers to the bow's history, and that it was crafted of friendship and acceptance.&lt;br /&gt;
:Current Owner: Davienne&lt;br /&gt;
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'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
&lt;br /&gt;
He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
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'''Trailsong:''' When a clan of Lucht nomads in the Vast grew too large, the newlywed daughter of the clan's chief volunteered to split away, taking a handful of willing young men and women and beginning a new clan. As a sign of his blessing for her travels and his sincere love for his daughter, the clan chief gave his daughter a feather, capped in silver and adorned with beads of fine green crystal, and bade her use it to give her new clan one last memory of home to bouy them on their journeys. When the group stopped that night, the new chief was surprised to find that the feather conjured a fully-stocked campsite, allowing them all to sleep in comfort and plan the journey ahead. The feather's magic was spent, but the token itself remained, smelling faintly of woodsmoke and fresh bread. The young chief kept it with her until her dying day many, many years later, naming it Trailsong in honor of the way it kept her spirits high in the wilds of the Vast&lt;br /&gt;
:Current Owner: Aetheras&lt;br /&gt;
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'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
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'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
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The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
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'''Quarlani:''' Across the blade is marked an obscure phrase: It shall be then, when the forest shrinks, a sudden death shall mark the downfall of an empire.&lt;br /&gt;
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The blade heralds from the fall of the sildanyari. An aged smith and survivor of the Gates Closing, Raychell Reysatra, forged this blade. She sought to engrave upon it lessons for the future of her people. &lt;br /&gt;
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Reysatra was part of a cult who believed the forests contained energies similar to the lost lands of the fey--or at least similar enough to sustain them. Lose the forests, she believed, and the sildanyari would ultimately perish upon Ea.&lt;br /&gt;
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She was part of a group who would eventually split to become the sylvanori, sildanyari who worked uniquely to preserve the wild places.&lt;br /&gt;
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Many of her blades were lost to battles; those that remain are prized possessions.&lt;br /&gt;
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The name means, 'Soul' in sildanyari.&lt;br /&gt;
:Current Owner: Mikilos&lt;br /&gt;
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'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
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'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
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After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
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:Current Owner: Seldan&lt;br /&gt;
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'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
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:Current Owner: Kisaiya&lt;br /&gt;
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[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33037</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33037"/>
		<updated>2020-03-06T01:00:05Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
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===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
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Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
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This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
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===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
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The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
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===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
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{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
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This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
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'''Runaway Candy Corn'''&lt;br /&gt;
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This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
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Its attacks make a *bip* sound.&lt;br /&gt;
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'''Anchoring Candy Corn'''&lt;br /&gt;
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This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
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'''Camping Candy Corn'''&lt;br /&gt;
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This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
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'''Costume Candy Corn'''&lt;br /&gt;
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By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
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'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
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This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
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:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
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If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
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Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
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The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
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'''Sugary Candy Corn'''&lt;br /&gt;
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By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
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:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
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'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
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===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
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===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
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'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
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'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
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'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
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'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
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'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
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'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
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'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
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'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
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'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
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==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
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== Items of Minor Legend ==&lt;br /&gt;
'''Thorthai de Olc:''' Translating loosely from some ancient language as &amp;quot;Fruit of Evil&amp;quot; this Skipball has seen better days. It's old, restitched numerous times, and when all is said and done, looks like it probably is due for another restitching. This particular Skipball can, somehow, trace its lineage all the way back to a large city in the Vast that was populated by Halflings. Until one day... a drunken Lucht stumbled in to town and everything was turned on end. &lt;br /&gt;
&lt;br /&gt;
The Lucht brought with him a penchant for games, and soon -- whilst rambling drunk -- invented a game that he called Skipball. Where you throw the ball to try and skip it across several tiles and the opponent tries to catch it. Thought of as a singularly brutal game, it rapidly entraptured the halflings within the city. Several people died from the game, and many others left with bloody noses, so much so that it was banned for eight years, but the underground Skipball circuits became all the more vicious! &lt;br /&gt;
&lt;br /&gt;
Eventually the game became the downfall of the entire town and they moved away. It turned out to be a very lucky thing as the year after the town was vacated, a portal in the Vast opened up and swallowed the town whole. Many people feel it was a trick by the gods, but to this day some Halflings still know the horrors of the game of Skipball.&lt;br /&gt;
:Current Owner: Faranmidahn&lt;br /&gt;
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'''Minun Veljeni:''' It translates loosely to Brothers of Mine in Trade. As the story goes, there once lived a man who shunned his brothers to become minor nobility. He gained the title of Knight, flourished in the lists, dominating tournaments and never fell ill (He claimed it was due to his scard). But there was always the void within him, the family he pushed away, the brothers he turned to enemies. &lt;br /&gt;
&lt;br /&gt;
One tournament, he was unhorsed and beaten bloody. The nobles looked for his family so that the Knight may rest, only to find none. Left alone, he was destined to die, until his brothers came forward and took him from the field. He may have scorned them, but they never left him. Under the care of his family he returned to health, and started a fencing school for would be Knights. He lived the rest of his days happy and surrounded by those he loved. He renamed his scarf that he took along the journey, Minun Veljeni.&lt;br /&gt;
:Current Owner: Zant&lt;br /&gt;
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'''Edrych ar Broffwydoliaeth:''' Roughly translated as 'Gaze of Prophecy'. Well over a thousand years back, a gnome with a penchant for scrying and fortune telling owned these spectacles. She glowered frequently and told many prophecies that debatably came to pass. That is, until one fateful day, where she underwent a fit with much thrashing and a flopping onto the floor in the middle of a reading. &lt;br /&gt;
&lt;br /&gt;
Her client wanted to know if her wife, Sandy (no relation), was cheating on her! Instead she got the most cryptic of responses, &amp;quot;When the moment comes that the mountain weeps with molten fury, a betrayal shall bring forth a rise in immorality and an end to the monarchy.&amp;quot; Soon after, the fortune teller regained her composure and much tea and cookies were had. &lt;br /&gt;
&lt;br /&gt;
Later that year, a volcano exploded and soon after it came out that the Queen Sandy was INDEED cheating on Queen Ifflwuanfwah! The kingdom went through an upheaval and fell apart soon after! And thus ended the five year Kingdom of Jowuhnalulu in the Jade Islands.&lt;br /&gt;
:Current Owner: Delilah&lt;br /&gt;
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'''Te Tuarua Kaiako:''' Translated roughly from Oruch as Teacher's Stance. Years back, an Oruch teacher traveled amongst the tribes, she was upheld as a premiere swordsman and bested everyone in a duel that she challenged. She was also known for being a pretty terrible teacher. One day, while drinking her way through yet more grog, she was challenged by a Tribesman and he took her left arm below the elbow. From there on, she fought only with her right, and her prowess with the sword grew to be considered unmatched, but it wasn't her skill in the duel that became her legacy. &lt;br /&gt;
&lt;br /&gt;
The swordsman's school became one of the founding styles to the Oruch, and while the school itself faded into history her legacy as a teacher never did. The sword, Te Tuarua Kaiako, was one that she had made after losing her arm, and the one that was considered most responsible for helping her hone her style. The other odd record of note, which she gained after losing the limb, was her record for scaling cliffs which she held for four centuries until magic became a commonplace supplement to the event.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
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'''Ahora's Pyre:''' This shirt, slightly oversized, belonged to an oruch skald. Ngaire flowed into battles with the force of a tsunami, and brought honor and victory to her clan. However, during a battle upon Dran's most bloody soil, she lost her sister to the opposing Dranei forces of Sulgikr Ironfist. &lt;br /&gt;
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Howling in rage, Ngaire threw herself at the enemy. &lt;br /&gt;
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Her clan won the battle, but Ngaire was left with a hole in her heart. She would have retired then, yet word came that Ironfist had acquired some of her sister's belongings--a bit of hair, nail, and a piece of her heart. Her nightmares came true when he took to the field--and used to the essence of her fallen kin to call Thul's power onto the field.&lt;br /&gt;
&lt;br /&gt;
Her rage knew no bounds. She threw herself into the fray, and set his army aflame.&lt;br /&gt;
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A pyre for her kin.&lt;br /&gt;
&lt;br /&gt;
And her.&lt;br /&gt;
&lt;br /&gt;
Though she perished in the fire, a thrice-removed kin, a shaman of her clan, took parts of hair and nail--from both sisters--and wove them into this shirt, and wrote upon it oruch funeral blessings. &lt;br /&gt;
:Current Owner: Alba&lt;br /&gt;
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'''Hele Kolle:''' Translated roughly from Aesir as 'Healing Stick'. At least five hundred years back, a healer lived in the outskirts of what is today known as Alexandros. A healer of exceptional talent, they became renowned for their ability to cure any ailment. Regrow limbs. Healed minds. Even, it is said, to bring back from the dead. And all of it without a single word being heard. &lt;br /&gt;
&lt;br /&gt;
This staff is not theirs, but it was owned by their only known apprentice; a young human who in contrast to their mentor, spoke and wrote fluently. It is said before passing it onto their apprentice, the Healer touched it, imbued it with a portion of their power. To this day it is said that sometimes, when the staff is held by someone who is distraught or afflicted by some mental concern, that for a moment their mind can be at peace as if they are surrounded by a blanket of understanding.&lt;br /&gt;
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:Current Owner: Sasha&lt;br /&gt;
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'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
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:Current Owner: Donna&lt;br /&gt;
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'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
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'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
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'''Exemption:''' This pint-size dragonspitter packs a big punch. Once wielded by the daring folk-hero and freedom warrior, Kalthi Cogsnapper, it found itself depicted in legends, tapestries, and books surrounding the Charneth hero--a daring figure who survived ten years as a thorn in the Charneths' side. &lt;br /&gt;
&lt;br /&gt;
Eventually, Kalthi would be captured, executed--yet her weapon spirited away be a freed slave, where it eventually made its way into Alexandros via caravan. It is said the weapon bears no love for those who would trample on the freedom of another, and the Charneth in particular.&lt;br /&gt;
&lt;br /&gt;
The dragonspitter gets its name from a supposed legend--where Kalthi stood down a Charneth taxpayer who was about to sequester someone's arm, with the phrase, &amp;quot;I'd like to make an exception,&amp;quot; before blowing off his head.&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
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'''Huipilli il Vethkaachal:''' This huipilli, or huipil, bears an erratic pattern among its stitching. Its crafter, Aapo, would have counted it among his greatest of creations. However, as he began the threads, magic broke. Aapo would weave and weave for days, the movement of thread-claws becoming erratic. His expression fevered, he found could not put down the thread so long as magic spun. Eventually, he finished the huipil's pattern--something beautiful, yet broken, like magic, itself.&lt;br /&gt;
&lt;br /&gt;
The crafter would have cast the work to fire, but was stopped by a shaman. The shaman took the cloth to their local caste-home, to reflect upon during the next moon rise, that being the strongest time of the Spirit Singing Dragon, Eluna.&lt;br /&gt;
&lt;br /&gt;
What the shaman saw was unknown or unknowable. However, it is known that the haipil possesses an affinity for the magic-broken, and the spirits suggest, will eventually find its way to them. The name means, &amp;quot;The Broken Weave.&amp;quot;&lt;br /&gt;
:Current Owner: Iuitl&lt;br /&gt;
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'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
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:Current Owner: Malik&lt;br /&gt;
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'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
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'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
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It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
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:Current Owner: Acedia&lt;br /&gt;
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'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
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:Current Owner: Morgan&lt;br /&gt;
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'''Kellaxde:''' At close look, this lance shows numerous repairs. Given the strength of arvek attention to detail however, it has life left in it, yet. The lance, it is discovered, was crafted from the first tree felled by the arvek when rebuilding Blar. Though the rest of the wood was used to craft a homestead--the farmer had kept this piece, and would craft it into a weapon for their daughter; a warrior.&lt;br /&gt;
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After just three years, the daughter would pass in battle against the Garnaks, but the weapon would return to her family, to be passed on to a new warrior, and raised once more in the arveks' war for their own sovereignty. &lt;br /&gt;
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The name, well. The arvek are just bad at naming things. An inscription along the handle reveals its name to be &amp;quot;Kellaxde,&amp;quot; which translates roughly, to &amp;quot;Stick.&amp;quot;&lt;br /&gt;
:Current Owner: Garak&lt;br /&gt;
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'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naur Gwenme:''' A hundred years ago, a gobber found themselves lost in the woods. At first, this gobber--one of the first among the self-styled Civilized tribes, hated the experience. His feet were muddy, his hands were filthy. His explosions, when he crafted them, became muddy and useless before blossoming beautifully into booming kabooms. So incensed was he that he spent years learning more traditional magics, to craft a set of clothes to keep the mud away. However,  by the time he made them, he found he did not mind the mud, the earth so much. His great ears too, attuned themselves to the sounds of the wild--and he restyled himself, Hurgathar Firefang, a gobber druid. Though at first unwelcome, uncertain among the druid circles, he soon proved his worth through bravery--rescuing creatures from dangerous situations, and ones no one else cared for--or who they were too afraid to help. The bow was one of his craft--made for one of the first druids to accept him for who he was. It always smells faintly of smoke and fire; a memory of Firefang's ancestry, and may possess an affinity for this magic.&lt;br /&gt;
&lt;br /&gt;
The name, Naur Gwenme, is a sil name meaning, &amp;quot;Friend of Fire,&amp;quot; and refers to the bow's history, and that it was crafted of friendship and acceptance.&lt;br /&gt;
:Current Owner: Davienne&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
&lt;br /&gt;
He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trailsong:''' When a clan of Lucht nomads in the Vast grew too large, the newlywed daughter of the clan's chief volunteered to split away, taking a handful of willing young men and women and beginning a new clan. As a sign of his blessing for her travels and his sincere love for his daughter, the clan chief gave his daughter a feather, capped in silver and adorned with beads of fine green crystal, and bade her use it to give her new clan one last memory of home to bouy them on their journeys. When the group stopped that night, the new chief was surprised to find that the feather conjured a fully-stocked campsite, allowing them all to sleep in comfort and plan the journey ahead. The feather's magic was spent, but the token itself remained, smelling faintly of woodsmoke and fresh bread. The young chief kept it with her until her dying day many, many years later, naming it Trailsong in honor of the way it kept her spirits high in the wilds of the Vast&lt;br /&gt;
:Current Owner: Aetheras&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
&lt;br /&gt;
The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quarlani:''' Across the blade is marked an obscure phrase: It shall be then, when the forest shrinks, a sudden death shall mark the downfall of an empire.&lt;br /&gt;
&lt;br /&gt;
The blade heralds from the fall of the sildanyari. An aged smith and survivor of the Gates Closing, Raychell Reysatra, forged this blade. She sought to engrave upon it lessons for the future of her people. &lt;br /&gt;
&lt;br /&gt;
Reysatra was part of a cult who believed the forests contained energies similar to the lost lands of the fey--or at least similar enough to sustain them. Lose the forests, she believed, and the sildanyari would ultimately perish upon Ea.&lt;br /&gt;
&lt;br /&gt;
She was part of a group who would eventually split to become the sylvanori, sildanyari who worked uniquely to preserve the wild places.&lt;br /&gt;
&lt;br /&gt;
Many of her blades were lost to battles; those that remain are prized possessions.&lt;br /&gt;
&lt;br /&gt;
The name means, 'Soul' in sildanyari.&lt;br /&gt;
:Current Owner: Mikilos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33036</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33036"/>
		<updated>2020-03-06T00:46:30Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
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== Items of Minor Legend ==&lt;br /&gt;
'''Thorthai de Olc:''' Translating loosely from some ancient language as &amp;quot;Fruit of Evil&amp;quot; this Skipball has seen better days. It's old, restitched numerous times, and when all is said and done, looks like it probably is due for another restitching. This particular Skipball can, somehow, trace its lineage all the way back to a large city in the Vast that was populated by Halflings. Until one day... a drunken Lucht stumbled in to town and everything was turned on end. &lt;br /&gt;
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The Lucht brought with him a penchant for games, and soon -- whilst rambling drunk -- invented a game that he called Skipball. Where you throw the ball to try and skip it across several tiles and the opponent tries to catch it. Thought of as a singularly brutal game, it rapidly entraptured the halflings within the city. Several people died from the game, and many others left with bloody noses, so much so that it was banned for eight years, but the underground Skipball circuits became all the more vicious! &lt;br /&gt;
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Eventually the game became the downfall of the entire town and they moved away. It turned out to be a very lucky thing as the year after the town was vacated, a portal in the Vast opened up and swallowed the town whole. Many people feel it was a trick by the gods, but to this day some Halflings still know the horrors of the game of Skipball.&lt;br /&gt;
:Current Owner: Faranmidahn&lt;br /&gt;
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'''Minun Veljeni:''' It translates loosely to Brothers of Mine in Trade. As the story goes, there once lived a man who shunned his brothers to become minor nobility. He gained the title of Knight, flourished in the lists, dominating tournaments and never fell ill. But there was always the void within him, the family he pushed away, the brothers he turned to enemies. &lt;br /&gt;
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One tournament, he was unhorsed and beaten bloody. The nobles looked for his family so that the Knight may rest, only to find none. Left alone, he was destined to die, until his brothers came forward and took him from the field. He may have scorned them, but they never left him. Under the care of his family he returned to health, and started a fencing school for would be Knights. He lived the rest of his days happy and surrounded by those he loved.&lt;br /&gt;
:Current Owner: Zant&lt;br /&gt;
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'''Edrych ar Broffwydoliaeth:''' Roughly translated as 'Gaze of Prophecy'. Well over a thousand years back, a gnome with a penchant for scrying and fortune telling owned these spectacles. She glowered frequently and told many prophecies that debatably came to pass. That is, until one fateful day, where she underwent a fit with much thrashing and a flopping onto the floor in the middle of a reading. &lt;br /&gt;
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Her client wanted to know if her wife, Sandy (no relation), was cheating on her! Instead she got the most cryptic of responses, &amp;quot;When the moment comes that the mountain weeps with molten fury, a betrayal shall bring forth a rise in immorality and an end to the monarchy.&amp;quot; Soon after, the fortune teller regained her composure and much tea and cookies were had. &lt;br /&gt;
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Later that year, a volcano exploded and soon after it came out that the Queen Sandy was INDEED cheating on Queen Ifflwuanfwah! The kingdom went through an upheaval and fell apart soon after! And thus ended the five year Kingdom of Jowuhnalulu in the Jade Islands.&lt;br /&gt;
:Current Owner: Delilah&lt;br /&gt;
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'''Te Tuarua Kaiako:''' Translated roughly from Oruch as Teacher's Stance. Years back, an Oruch teacher traveled amongst the tribes, she was upheld as a premiere swordsman and bested everyone in a duel that she challenged. She was also known for being a pretty terrible teacher. One day, while drinking her way through yet more grog, she was challenged by a Tribesman and he took her left arm below the elbow. From there on, she fought only with her right, and her prowess with the sword grew to be considered unmatched, but it wasn't her skill in the duel that became her legacy. &lt;br /&gt;
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The swordsman's school became one of the founding styles to the Oruch, and while the school itself faded into history her legacy as a teacher never did. The sword, Te Tuarua Kaiako, was one that she had made after losing her arm, and the one that was considered most responsible for helping her hone her style. The other odd record of note, which she gained after losing the limb, was her record for scaling cliffs which she held for four centuries until magic became a commonplace supplement to the event.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
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'''Ahora's Pyre:''' This shirt, slightly oversized, belonged to an oruch skald. Ngaire flowed into battles with the force of a tsunami, and brought honor and victory to her clan. However, during a battle upon Dran's most bloody soil, she lost her sister to the opposing Dranei forces of Sulgikr Ironfist. &lt;br /&gt;
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Howling in rage, Ngaire threw herself at the enemy. &lt;br /&gt;
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Her clan won the battle, but Ngaire was left with a hole in her heart. She would have retired then, yet word came that Ironfist had acquired some of her sister's belongings--a bit of hair, nail, and a piece of her heart. Her nightmares came true when he took to the field--and used to the essence of her fallen kin to call Thul's power onto the field.&lt;br /&gt;
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Her rage knew no bounds. She threw herself into the fray, and set his army aflame.&lt;br /&gt;
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A pyre for her kin.&lt;br /&gt;
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And her.&lt;br /&gt;
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Though she perished in the fire, a thrice-removed kin, a shaman of her clan, took parts of hair and nail--from both sisters--and wove them into this shirt, and wrote upon it oruch funeral blessings. &lt;br /&gt;
:Current Owner: Alba&lt;br /&gt;
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'''Hele Kolle:''' Translated roughly from Aesir as 'Healing Stick'. At least five hundred years back, a healer lived in the outskirts of what is today known as Alexandros. A healer of exceptional talent, they became renowned for their ability to cure any ailment. Regrow limbs. Healed minds. Even, it is said, to bring back from the dead. And all of it without a single word being heard. &lt;br /&gt;
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This staff is not theirs, but it was owned by their only known apprentice; a young human who in contrast to their mentor, spoke and wrote fluently. It is said before passing it onto their apprentice, the Healer touched it, imbued it with a portion of their power. To this day it is said that sometimes, when the staff is held by someone who is distraught or afflicted by some mental concern, that for a moment their mind can be at peace as if they are surrounded by a blanket of understanding.&lt;br /&gt;
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:Current Owner: Sasha&lt;br /&gt;
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'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
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But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
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It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
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:Current Owner: Donna&lt;br /&gt;
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'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
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When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
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Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
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'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
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'''Exemption:''' This pint-size dragonspitter packs a big punch. Once wielded by the daring folk-hero and freedom warrior, Kalthi Cogsnapper, it found itself depicted in legends, tapestries, and books surrounding the Charneth hero--a daring figure who survived ten years as a thorn in the Charneths' side. &lt;br /&gt;
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Eventually, Kalthi would be captured, executed--yet her weapon spirited away be a freed slave, where it eventually made its way into Alexandros via caravan. It is said the weapon bears no love for those who would trample on the freedom of another, and the Charneth in particular.&lt;br /&gt;
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The dragonspitter gets its name from a supposed legend--where Kalthi stood down a Charneth taxpayer who was about to sequester someone's arm, with the phrase, &amp;quot;I'd like to make an exception,&amp;quot; before blowing off his head.&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
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'''Huipilli il Vethkaachal:''' This huipilli, or huipil, bears an erratic pattern among its stitching. Its crafter, Aapo, would have counted it among his greatest of creations. However, as he began the threads, magic broke. Aapo would weave and weave for days, the movement of thread-claws becoming erratic. His expression fevered, he found could not put down the thread so long as magic spun. Eventually, he finished the huipil's pattern--something beautiful, yet broken, like magic, itself.&lt;br /&gt;
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The crafter would have cast the work to fire, but was stopped by a shaman. The shaman took the cloth to their local caste-home, to reflect upon during the next moon rise, that being the strongest time of the Spirit Singing Dragon, Eluna.&lt;br /&gt;
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What the shaman saw was unknown or unknowable. However, it is known that the haipil possesses an affinity for the magic-broken, and the spirits suggest, will eventually find its way to them. The name means, &amp;quot;The Broken Weave.&amp;quot;&lt;br /&gt;
:Current Owner: Iuitl&lt;br /&gt;
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'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
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Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
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This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
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The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
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:Current Owner: Malik&lt;br /&gt;
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'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
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'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
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It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
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:Current Owner: Acedia&lt;br /&gt;
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'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
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:Current Owner: Morgan&lt;br /&gt;
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'''Kellaxde:''' At close look, this lance shows numerous repairs. Given the strength of arvek attention to detail however, it has life left in it, yet. The lance, it is discovered, was crafted from the first tree felled by the arvek when rebuilding Blar. Though the rest of the wood was used to craft a homestead--the farmer had kept this piece, and would craft it into a weapon for their daughter; a warrior.&lt;br /&gt;
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After just three years, the daughter would pass in battle against the Garnaks, but the weapon would return to her family, to be passed on to a new warrior, and raised once more in the arveks' war for their own sovereignty. &lt;br /&gt;
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The name, well. The arvek are just bad at naming things. An inscription along the handle reveals its name to be &amp;quot;Kellaxde,&amp;quot; which translates roughly, to &amp;quot;Stick.&amp;quot;&lt;br /&gt;
:Current Owner: Garak&lt;br /&gt;
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'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
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'''Naur Gwenme:''' A hundred years ago, a gobber found themselves lost in the woods. At first, this gobber--one of the first among the self-styled Civilized tribes, hated the experience. His feet were muddy, his hands were filthy. His explosions, when he crafted them, became muddy and useless before blossoming beautifully into booming kabooms. So incensed was he that he spent years learning more traditional magics, to craft a set of clothes to keep the mud away. However,  by the time he made them, he found he did not mind the mud, the earth so much. His great ears too, attuned themselves to the sounds of the wild--and he restyled himself, Hurgathar Firefang, a gobber druid. Though at first unwelcome, uncertain among the druid circles, he soon proved his worth through bravery--rescuing creatures from dangerous situations, and ones no one else cared for--or who they were too afraid to help. The bow was one of his craft--made for one of the first druids to accept him for who he was. It always smells faintly of smoke and fire; a memory of Firefang's ancestry, and may possess an affinity for this magic.&lt;br /&gt;
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The name, Naur Gwenme, is a sil name meaning, &amp;quot;Friend of Fire,&amp;quot; and refers to the bow's history, and that it was crafted of friendship and acceptance.&lt;br /&gt;
:Current Owner: Davienne&lt;br /&gt;
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'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
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He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
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'''Trailsong:''' When a clan of Lucht nomads in the Vast grew too large, the newlywed daughter of the clan's chief volunteered to split away, taking a handful of willing young men and women and beginning a new clan. As a sign of his blessing for her travels and his sincere love for his daughter, the clan chief gave his daughter a feather, capped in silver and adorned with beads of fine green crystal, and bade her use it to give her new clan one last memory of home to bouy them on their journeys. When the group stopped that night, the new chief was surprised to find that the feather conjured a fully-stocked campsite, allowing them all to sleep in comfort and plan the journey ahead. The feather's magic was spent, but the token itself remained, smelling faintly of woodsmoke and fresh bread. The young chief kept it with her until her dying day many, many years later, naming it Trailsong in honor of the way it kept her spirits high in the wilds of the Vast&lt;br /&gt;
:Current Owner: Aetheras&lt;br /&gt;
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'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
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'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
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The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
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'''Quarlani:''' Across the blade is marked an obscure phrase: It shall be then, when the forest shrinks, a sudden death shall mark the downfall of an empire.&lt;br /&gt;
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The blade heralds from the fall of the sildanyari. An aged smith and survivor of the Gates Closing, Raychell Reysatra, forged this blade. She sought to engrave upon it lessons for the future of her people. &lt;br /&gt;
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Reysatra was part of a cult who believed the forests contained energies similar to the lost lands of the fey--or at least similar enough to sustain them. Lose the forests, she believed, and the sildanyari would ultimately perish upon Ea.&lt;br /&gt;
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She was part of a group who would eventually split to become the sylvanori, sildanyari who worked uniquely to preserve the wild places.&lt;br /&gt;
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Many of her blades were lost to battles; those that remain are prized possessions.&lt;br /&gt;
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The name means, 'Soul' in sildanyari.&lt;br /&gt;
:Current Owner: Mikilos&lt;br /&gt;
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'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
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'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
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After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
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:Current Owner: Seldan&lt;br /&gt;
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'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
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:Current Owner: Kisaiya&lt;br /&gt;
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[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33035</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33035"/>
		<updated>2020-03-06T00:33:23Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
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&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
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===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
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Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
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This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
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===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
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The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Minun Veljeni:''' It translates loosely to Brothers of Mine in Trade. As the story goes, there once lived a man who shunned his brothers to become minor nobility. He gained the title of Knight, flourished in the lists, dominating tournaments and never fell ill. But there was always the void within him, the family he pushed away, the brothers he turned to enemies. &lt;br /&gt;
&lt;br /&gt;
One tournament, he was unhorsed and beaten bloody. The nobles looked for his family so that the Knight may rest, only to find none. Left alone, he was destined to die, until his brothers came forward and took him from the field. He may have scorned them, but they never left him. Under the care of his family he returned to health, and started a fencing school for would be Knights. He lived the rest of his days happy and surrounded by those he loved.&lt;br /&gt;
:Current Owner: Zant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Edrych ar Broffwydoliaeth:''' Roughly translated as 'Gaze of Prophecy'. Well over a thousand years back, a gnome with a penchant for scrying and fortune telling owned these spectacles. She glowered frequently and told many prophecies that debatably came to pass. That is, until one fateful day, where she underwent a fit with much thrashing and a flopping onto the floor in the middle of a reading. &lt;br /&gt;
&lt;br /&gt;
Her client wanted to know if her wife, Sandy (no relation), was cheating on her! Instead she got the most cryptic of responses, &amp;quot;When the moment comes that the mountain weeps with molten fury, a betrayal shall bring forth a rise in immorality and an end to the monarchy.&amp;quot; Soon after, the fortune teller regained her composure and much tea and cookies were had. &lt;br /&gt;
&lt;br /&gt;
Later that year, a volcano exploded and soon after it came out that the Queen Sandy was INDEED cheating on Queen Ifflwuanfwah! The kingdom went through an upheaval and fell apart soon after! And thus ended the five year Kingdom of Jowuhnalulu in the Jade Islands.&lt;br /&gt;
:Current Owner: Delilah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Te Tuarua Kaiako:''' Translated roughly from Oruch as Teacher's Stance. Years back, an Oruch teacher traveled amongst the tribes, she was upheld as a premiere swordsman and bested everyone in a duel that she challenged. She was also known for being a pretty terrible teacher. One day, while drinking her way through yet more grog, she was challenged by a Tribesman and he took her left arm below the elbow. From there on, she fought only with her right, and her prowess with the sword grew to be considered unmatched, but it wasn't her skill in the duel that became her legacy. &lt;br /&gt;
&lt;br /&gt;
The swordsman's school became one of the founding styles to the Oruch, and while the school itself faded into history her legacy as a teacher never did. The sword, Te Tuarua Kaiako, was one that she had made after losing her arm, and the one that was considered most responsible for helping her hone her style. The other odd record of note, which she gained after losing the limb, was her record for scaling cliffs which she held for four centuries until magic became a commonplace supplement to the event.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ahora's Pyre:''' This shirt, slightly oversized, belonged to an oruch skald. Ngaire flowed into battles with the force of a tsunami, and brought honor and victory to her clan. However, during a battle upon Dran's most bloody soil, she lost her sister to the opposing Dranei forces of Sulgikr Ironfist. &lt;br /&gt;
&lt;br /&gt;
Howling in rage, Ngaire threw herself at the enemy. &lt;br /&gt;
&lt;br /&gt;
Her clan won the battle, but Ngaire was left with a hole in her heart. She would have retired then, yet word came that Ironfist had acquired some of her sister's belongings--a bit of hair, nail, and a piece of her heart. Her nightmares came true when he took to the field--and used to the essence of her fallen kin to call Thul's power onto the field.&lt;br /&gt;
&lt;br /&gt;
Her rage knew no bounds. She threw herself into the fray, and set his army aflame.&lt;br /&gt;
&lt;br /&gt;
A pyre for her kin.&lt;br /&gt;
&lt;br /&gt;
And her.&lt;br /&gt;
&lt;br /&gt;
Though she perished in the fire, a thrice-removed kin, a shaman of her clan, took parts of hair and nail--from both sisters--and wove them into this shirt, and wrote upon it oruch funeral blessings. &lt;br /&gt;
:Current Owner: Alba&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hele Kolle:''' Translated roughly from Aesir as 'Healing Stick'. At least five hundred years back, a healer lived in the outskirts of what is today known as Alexandros. A healer of exceptional talent, they became renowned for their ability to cure any ailment. Regrow limbs. Healed minds. Even, it is said, to bring back from the dead. And all of it without a single word being heard. &lt;br /&gt;
&lt;br /&gt;
This staff is not theirs, but it was owned by their only known apprentice; a young human who in contrast to their mentor, spoke and wrote fluently. It is said before passing it onto their apprentice, the Healer touched it, imbued it with a portion of their power. To this day it is said that sometimes, when the staff is held by someone who is distraught or afflicted by some mental concern, that for a moment their mind can be at peace as if they are surrounded by a blanket of understanding.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Sasha&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exemption:''' This pint-size dragonspitter packs a big punch. Once wielded by the daring folk-hero and freedom warrior, Kalthi Cogsnapper, it found itself depicted in legends, tapestries, and books surrounding the Charneth hero--a daring figure who survived ten years as a thorn in the Charneths' side. &lt;br /&gt;
&lt;br /&gt;
Eventually, Kalthi would be captured, executed--yet her weapon spirited away be a freed slave, where it eventually made its way into Alexandros via caravan. It is said the weapon bears no love for those who would trample on the freedom of another, and the Charneth in particular.&lt;br /&gt;
&lt;br /&gt;
The dragonspitter gets its name from a supposed legend--where Kalthi stood down a Charneth taxpayer who was about to sequester someone's arm, with the phrase, &amp;quot;I'd like to make an exception,&amp;quot; before blowing off his head.&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Huipilli il Vethkaachal:''' This huipilli, or huipil, bears an erratic pattern among its stitching. Its crafter, Aapo, would have counted it among his greatest of creations. However, as he began the threads, magic broke. Aapo would weave and weave for days, the movement of thread-claws becoming erratic. His expression fevered, he found could not put down the thread so long as magic spun. Eventually, he finished the huipil's pattern--something beautiful, yet broken, like magic, itself.&lt;br /&gt;
&lt;br /&gt;
The crafter would have cast the work to fire, but was stopped by a shaman. The shaman took the cloth to their local caste-home, to reflect upon during the next moon rise, that being the strongest time of the Spirit Singing Dragon, Eluna.&lt;br /&gt;
&lt;br /&gt;
What the shaman saw was unknown or unknowable. However, it is known that the haipil possesses an affinity for the magic-broken, and the spirits suggest, will eventually find its way to them. The name means, &amp;quot;The Broken Weave.&amp;quot;&lt;br /&gt;
:Current Owner: Iuitl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kellaxde:''' At close look, this lance shows numerous repairs. Given the strength of arvek attention to detail however, it has life left in it, yet. The lance, it is discovered, was crafted from the first tree felled by the arvek when rebuilding Blar. Though the rest of the wood was used to craft a homestead--the farmer had kept this piece, and would craft it into a weapon for their daughter; a warrior.&lt;br /&gt;
&lt;br /&gt;
After just three years, the daughter would pass in battle against the Garnaks, but the weapon would return to her family, to be passed on to a new warrior, and raised once more in the arveks' war for their own sovereignty. &lt;br /&gt;
&lt;br /&gt;
The name, well. The arvek are just bad at naming things. An inscription along the handle reveals its name to be &amp;quot;Kellaxde,&amp;quot; which translates roughly, to &amp;quot;Stick.&amp;quot;&lt;br /&gt;
:Current Owner: Garak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naur Gwenme:''' A hundred years ago, a gobber found themselves lost in the woods. At first, this gobber--one of the first among the self-styled Civilized tribes, hated the experience. His feet were muddy, his hands were filthy. His explosions, when he crafted them, became muddy and useless before blossoming beautifully into booming kabooms. So incensed was he that he spent years learning more traditional magics, to craft a set of clothes to keep the mud away. However,  by the time he made them, he found he did not mind the mud, the earth so much. His great ears too, attuned themselves to the sounds of the wild--and he restyled himself, Hurgathar Firefang, a gobber druid. Though at first unwelcome, uncertain among the druid circles, he soon proved his worth through bravery--rescuing creatures from dangerous situations, and ones no one else cared for--or who they were too afraid to help. The bow was one of his craft--made for one of the first druids to accept him for who he was. It always smells faintly of smoke and fire; a memory of Firefang's ancestry, and may possess an affinity for this magic.&lt;br /&gt;
&lt;br /&gt;
The name, Naur Gwenme, is a sil name meaning, &amp;quot;Friend of Fire,&amp;quot; and refers to the bow's history, and that it was crafted of friendship and acceptance.&lt;br /&gt;
:Current Owner: Davienne&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
&lt;br /&gt;
He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trailsong:''' When a clan of Lucht nomads in the Vast grew too large, the newlywed daughter of the clan's chief volunteered to split away, taking a handful of willing young men and women and beginning a new clan. As a sign of his blessing for her travels and his sincere love for his daughter, the clan chief gave his daughter a feather, capped in silver and adorned with beads of fine green crystal, and bade her use it to give her new clan one last memory of home to bouy them on their journeys. When the group stopped that night, the new chief was surprised to find that the feather conjured a fully-stocked campsite, allowing them all to sleep in comfort and plan the journey ahead. The feather's magic was spent, but the token itself remained, smelling faintly of woodsmoke and fresh bread. The young chief kept it with her until her dying day many, many years later, naming it Trailsong in honor of the way it kept her spirits high in the wilds of the Vast&lt;br /&gt;
:Current Owner: Aetheras&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
&lt;br /&gt;
The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quarlani:''' Across the blade is marked an obscure phrase: It shall be then, when the forest shrinks, a sudden death shall mark the downfall of an empire.&lt;br /&gt;
&lt;br /&gt;
The blade heralds from the fall of the sildanyari. An aged smith and survivor of the Gates Closing, Raychell Reysatra, forged this blade. She sought to engrave upon it lessons for the future of her people. &lt;br /&gt;
&lt;br /&gt;
Reysatra was part of a cult who believed the forests contained energies similar to the lost lands of the fey--or at least similar enough to sustain them. Lose the forests, she believed, and the sildanyari would ultimately perish upon Ea.&lt;br /&gt;
&lt;br /&gt;
She was part of a group who would eventually split to become the sylvanori, sildanyari who worked uniquely to preserve the wild places.&lt;br /&gt;
&lt;br /&gt;
Many of her blades were lost to battles; those that remain are prized possessions.&lt;br /&gt;
&lt;br /&gt;
The name means, 'Soul' in sildanyari.&lt;br /&gt;
:Current Owner: Mikilos&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33034</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33034"/>
		<updated>2020-03-06T00:07:51Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
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'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
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...dare you?&lt;br /&gt;
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This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
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It is expended after 1 use.&lt;br /&gt;
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'''05: Yuletide Flickerlights'''&lt;br /&gt;
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These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
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However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
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It is expended after 1 use.&lt;br /&gt;
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'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
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When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
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It is expended after 1 use.&lt;br /&gt;
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'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
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This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
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The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
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It is expended after 1 use.&lt;br /&gt;
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'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
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This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
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'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
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These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
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'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
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It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
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'''11: Gingerbread Reindeer'''&lt;br /&gt;
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This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
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The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
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It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
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==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
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== Items of Minor Legend ==&lt;br /&gt;
'''Edrych ar Broffwydoliaeth:''' Roughly translated as 'Gaze of Prophecy'. Well over a thousand years back, a gnome with a penchant for scrying and fortune telling owned these spectacles. She glowered frequently and told many prophecies that debatably came to pass. That is, until one fateful day, where she underwent a fit with much thrashing and a flopping onto the floor in the middle of a reading. &lt;br /&gt;
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Her client wanted to know if her wife, Sandy (no relation), was cheating on her! Instead she got the most cryptic of responses, &amp;quot;When the moment comes that the mountain weeps with molten fury, a betrayal shall bring forth a rise in immorality and an end to the monarchy.&amp;quot; Soon after, the fortune teller regained her composure and much tea and cookies were had. &lt;br /&gt;
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Later that year, a volcano exploded and soon after it came out that the Queen Sandy was INDEED cheating on Queen Ifflwuanfwah! The kingdom went through an upheaval and fell apart soon after! And thus ended the five year Kingdom of Jowuhnalulu in the Jade Islands.&lt;br /&gt;
:Current Owner: Delilah&lt;br /&gt;
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'''Te Tuarua Kaiako:''' Translated roughly from Oruch as Teacher's Stance. Years back, an Oruch teacher traveled amongst the tribes, she was upheld as a premiere swordsman and bested everyone in a duel that she challenged. She was also known for being a pretty terrible teacher. One day, while drinking her way through yet more grog, she was challenged by a Tribesman and he took her left arm below the elbow. From there on, she fought only with her right, and her prowess with the sword grew to be considered unmatched, but it wasn't her skill in the duel that became her legacy. &lt;br /&gt;
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The swordsman's school became one of the founding styles to the Oruch, and while the school itself faded into history her legacy as a teacher never did. The sword, Te Tuarua Kaiako, was one that she had made after losing her arm, and the one that was considered most responsible for helping her hone her style. The other odd record of note, which she gained after losing the limb, was her record for scaling cliffs which she held for four centuries until magic became a commonplace supplement to the event.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
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'''Ahora's Pyre:''' This shirt, slightly oversized, belonged to an oruch skald. Ngaire flowed into battles with the force of a tsunami, and brought honor and victory to her clan. However, during a battle upon Dran's most bloody soil, she lost her sister to the opposing Dranei forces of Sulgikr Ironfist. &lt;br /&gt;
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Howling in rage, Ngaire threw herself at the enemy. &lt;br /&gt;
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Her clan won the battle, but Ngaire was left with a hole in her heart. She would have retired then, yet word came that Ironfist had acquired some of her sister's belongings--a bit of hair, nail, and a piece of her heart. Her nightmares came true when he took to the field--and used to the essence of her fallen kin to call Thul's power onto the field.&lt;br /&gt;
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Her rage knew no bounds. She threw herself into the fray, and set his army aflame.&lt;br /&gt;
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A pyre for her kin.&lt;br /&gt;
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And her.&lt;br /&gt;
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Though she perished in the fire, a thrice-removed kin, a shaman of her clan, took parts of hair and nail--from both sisters--and wove them into this shirt, and wrote upon it oruch funeral blessings. &lt;br /&gt;
:Current Owner: Alba&lt;br /&gt;
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'''Hele Kolle:''' Translated roughly from Aesir as 'Healing Stick'. At least five hundred years back, a healer lived in the outskirts of what is today known as Alexandros. A healer of exceptional talent, they became renowned for their ability to cure any ailment. Regrow limbs. Healed minds. Even, it is said, to bring back from the dead. And all of it without a single word being heard. &lt;br /&gt;
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This staff is not theirs, but it was owned by their only known apprentice; a young human who in contrast to their mentor, spoke and wrote fluently. It is said before passing it onto their apprentice, the Healer touched it, imbued it with a portion of their power. To this day it is said that sometimes, when the staff is held by someone who is distraught or afflicted by some mental concern, that for a moment their mind can be at peace as if they are surrounded by a blanket of understanding.&lt;br /&gt;
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:Current Owner: Sasha&lt;br /&gt;
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'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
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But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
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It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
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:Current Owner: Donna&lt;br /&gt;
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'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
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When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
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Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
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'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
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'''Exemption:''' This pint-size dragonspitter packs a big punch. Once wielded by the daring folk-hero and freedom warrior, Kalthi Cogsnapper, it found itself depicted in legends, tapestries, and books surrounding the Charneth hero--a daring figure who survived ten years as a thorn in the Charneths' side. &lt;br /&gt;
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Eventually, Kalthi would be captured, executed--yet her weapon spirited away be a freed slave, where it eventually made its way into Alexandros via caravan. It is said the weapon bears no love for those who would trample on the freedom of another, and the Charneth in particular.&lt;br /&gt;
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The dragonspitter gets its name from a supposed legend--where Kalthi stood down a Charneth taxpayer who was about to sequester someone's arm, with the phrase, &amp;quot;I'd like to make an exception,&amp;quot; before blowing off his head.&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
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'''Huipilli il Vethkaachal:''' This huipilli, or huipil, bears an erratic pattern among its stitching. Its crafter, Aapo, would have counted it among his greatest of creations. However, as he began the threads, magic broke. Aapo would weave and weave for days, the movement of thread-claws becoming erratic. His expression fevered, he found could not put down the thread so long as magic spun. Eventually, he finished the huipil's pattern--something beautiful, yet broken, like magic, itself.&lt;br /&gt;
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The crafter would have cast the work to fire, but was stopped by a shaman. The shaman took the cloth to their local caste-home, to reflect upon during the next moon rise, that being the strongest time of the Spirit Singing Dragon, Eluna.&lt;br /&gt;
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What the shaman saw was unknown or unknowable. However, it is known that the haipil possesses an affinity for the magic-broken, and the spirits suggest, will eventually find its way to them. The name means, &amp;quot;The Broken Weave.&amp;quot;&lt;br /&gt;
:Current Owner: Iuitl&lt;br /&gt;
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'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
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Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
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This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
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The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
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:Current Owner: Malik&lt;br /&gt;
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'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
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'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
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It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
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:Current Owner: Acedia&lt;br /&gt;
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'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
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:Current Owner: Morgan&lt;br /&gt;
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'''Kellaxde:''' At close look, this lance shows numerous repairs. Given the strength of arvek attention to detail however, it has life left in it, yet. The lance, it is discovered, was crafted from the first tree felled by the arvek when rebuilding Blar. Though the rest of the wood was used to craft a homestead--the farmer had kept this piece, and would craft it into a weapon for their daughter; a warrior.&lt;br /&gt;
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After just three years, the daughter would pass in battle against the Garnaks, but the weapon would return to her family, to be passed on to a new warrior, and raised once more in the arveks' war for their own sovereignty. &lt;br /&gt;
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The name, well. The arvek are just bad at naming things. An inscription along the handle reveals its name to be &amp;quot;Kellaxde,&amp;quot; which translates roughly, to &amp;quot;Stick.&amp;quot;&lt;br /&gt;
:Current Owner: Garak&lt;br /&gt;
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'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
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'''Naur Gwenme:''' A hundred years ago, a gobber found themselves lost in the woods. At first, this gobber--one of the first among the self-styled Civilized tribes, hated the experience. His feet were muddy, his hands were filthy. His explosions, when he crafted them, became muddy and useless before blossoming beautifully into booming kabooms. So incensed was he that he spent years learning more traditional magics, to craft a set of clothes to keep the mud away. However,  by the time he made them, he found he did not mind the mud, the earth so much. His great ears too, attuned themselves to the sounds of the wild--and he restyled himself, Hurgathar Firefang, a gobber druid. Though at first unwelcome, uncertain among the druid circles, he soon proved his worth through bravery--rescuing creatures from dangerous situations, and ones no one else cared for--or who they were too afraid to help. The bow was one of his craft--made for one of the first druids to accept him for who he was. It always smells faintly of smoke and fire; a memory of Firefang's ancestry, and may possess an affinity for this magic.&lt;br /&gt;
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The name, Naur Gwenme, is a sil name meaning, &amp;quot;Friend of Fire,&amp;quot; and refers to the bow's history, and that it was crafted of friendship and acceptance.&lt;br /&gt;
:Current Owner: Davienne&lt;br /&gt;
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'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
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He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
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'''Trailsong:''' When a clan of Lucht nomads in the Vast grew too large, the newlywed daughter of the clan's chief volunteered to split away, taking a handful of willing young men and women and beginning a new clan. As a sign of his blessing for her travels and his sincere love for his daughter, the clan chief gave his daughter a feather, capped in silver and adorned with beads of fine green crystal, and bade her use it to give her new clan one last memory of home to bouy them on their journeys. When the group stopped that night, the new chief was surprised to find that the feather conjured a fully-stocked campsite, allowing them all to sleep in comfort and plan the journey ahead. The feather's magic was spent, but the token itself remained, smelling faintly of woodsmoke and fresh bread. The young chief kept it with her until her dying day many, many years later, naming it Trailsong in honor of the way it kept her spirits high in the wilds of the Vast&lt;br /&gt;
:Current Owner: Aetheras&lt;br /&gt;
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'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
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'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
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The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
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'''Quarlani:''' Across the blade is marked an obscure phrase: It shall be then, when the forest shrinks, a sudden death shall mark the downfall of an empire.&lt;br /&gt;
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The blade heralds from the fall of the sildanyari. An aged smith and survivor of the Gates Closing, Raychell Reysatra, forged this blade. She sought to engrave upon it lessons for the future of her people. &lt;br /&gt;
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Reysatra was part of a cult who believed the forests contained energies similar to the lost lands of the fey--or at least similar enough to sustain them. Lose the forests, she believed, and the sildanyari would ultimately perish upon Ea.&lt;br /&gt;
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She was part of a group who would eventually split to become the sylvanori, sildanyari who worked uniquely to preserve the wild places.&lt;br /&gt;
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Many of her blades were lost to battles; those that remain are prized possessions.&lt;br /&gt;
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The name means, 'Soul' in sildanyari.&lt;br /&gt;
:Current Owner: Mikilos&lt;br /&gt;
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'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
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'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
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After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
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:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
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'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33033</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=33033"/>
		<updated>2020-03-05T23:22:48Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Te Tuarua Kaiako:''' Translated roughly from Oruch as Teacher's Stance. Years back, an Oruch teacher traveled amongst the tribes, she was upheld as a premiere swordsman and bested everyone in a duel that she challenged. She was also known for being a pretty terrible teacher. One day, while drinking her way through yet more grog, she was challenged by a Tribesman and he took her left arm below the elbow. From there on, she fought only with her right, and her prowess with the sword grew to be considered unmatched, but it wasn't her skill in the duel that became her legacy. &lt;br /&gt;
&lt;br /&gt;
The swordsman's school became one of the founding styles to the Oruch, and while the school itself faded into history her legacy as a teacher never did. The sword, Te Tuarua Kaiako, was one that she had made after losing her arm, and the one that was considered most responsible for helping her hone her style. The other odd record of note, which she gained after losing the limb, was her record for scaling cliffs which she held for four centuries until magic became a commonplace supplement to the event.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ahora's Pyre:''' This shirt, slightly oversized, belonged to an oruch skald. Ngaire flowed into battles with the force of a tsunami, and brought honor and victory to her clan. However, during a battle upon Dran's most bloody soil, she lost her sister to the opposing Dranei forces of Sulgikr Ironfist. &lt;br /&gt;
&lt;br /&gt;
Howling in rage, Ngaire threw herself at the enemy. &lt;br /&gt;
&lt;br /&gt;
Her clan won the battle, but Ngaire was left with a hole in her heart. She would have retired then, yet word came that Ironfist had acquired some of her sister's belongings--a bit of hair, nail, and a piece of her heart. Her nightmares came true when he took to the field--and used to the essence of her fallen kin to call Thul's power onto the field.&lt;br /&gt;
&lt;br /&gt;
Her rage knew no bounds. She threw herself into the fray, and set his army aflame.&lt;br /&gt;
&lt;br /&gt;
A pyre for her kin.&lt;br /&gt;
&lt;br /&gt;
And her.&lt;br /&gt;
&lt;br /&gt;
Though she perished in the fire, a thrice-removed kin, a shaman of her clan, took parts of hair and nail--from both sisters--and wove them into this shirt, and wrote upon it oruch funeral blessings. &lt;br /&gt;
:Current Owner: Alba&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hele Kolle:''' Translated roughly from Aesir as 'Healing Stick'. At least five hundred years back, a healer lived in the outskirts of what is today known as Alexandros. A healer of exceptional talent, they became renowned for their ability to cure any ailment. Regrow limbs. Healed minds. Even, it is said, to bring back from the dead. And all of it without a single word being heard. &lt;br /&gt;
&lt;br /&gt;
This staff is not theirs, but it was owned by their only known apprentice; a young human who in contrast to their mentor, spoke and wrote fluently. It is said before passing it onto their apprentice, the Healer touched it, imbued it with a portion of their power. To this day it is said that sometimes, when the staff is held by someone who is distraught or afflicted by some mental concern, that for a moment their mind can be at peace as if they are surrounded by a blanket of understanding.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Sasha&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exemption:''' This pint-size dragonspitter packs a big punch. Once wielded by the daring folk-hero and freedom warrior, Kalthi Cogsnapper, it found itself depicted in legends, tapestries, and books surrounding the Charneth hero--a daring figure who survived ten years as a thorn in the Charneths' side. &lt;br /&gt;
&lt;br /&gt;
Eventually, Kalthi would be captured, executed--yet her weapon spirited away be a freed slave, where it eventually made its way into Alexandros via caravan. It is said the weapon bears no love for those who would trample on the freedom of another, and the Charneth in particular.&lt;br /&gt;
&lt;br /&gt;
The dragonspitter gets its name from a supposed legend--where Kalthi stood down a Charneth taxpayer who was about to sequester someone's arm, with the phrase, &amp;quot;I'd like to make an exception,&amp;quot; before blowing off his head.&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
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'''Huipilli il Vethkaachal:''' This huipilli, or huipil, bears an erratic pattern among its stitching. Its crafter, Aapo, would have counted it among his greatest of creations. However, as he began the threads, magic broke. Aapo would weave and weave for days, the movement of thread-claws becoming erratic. His expression fevered, he found could not put down the thread so long as magic spun. Eventually, he finished the huipil's pattern--something beautiful, yet broken, like magic, itself.&lt;br /&gt;
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The crafter would have cast the work to fire, but was stopped by a shaman. The shaman took the cloth to their local caste-home, to reflect upon during the next moon rise, that being the strongest time of the Spirit Singing Dragon, Eluna.&lt;br /&gt;
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What the shaman saw was unknown or unknowable. However, it is known that the haipil possesses an affinity for the magic-broken, and the spirits suggest, will eventually find its way to them. The name means, &amp;quot;The Broken Weave.&amp;quot;&lt;br /&gt;
:Current Owner: Iuitl&lt;br /&gt;
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'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
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Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
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This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
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The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
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:Current Owner: Malik&lt;br /&gt;
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'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
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'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
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It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
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:Current Owner: Acedia&lt;br /&gt;
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'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
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:Current Owner: Morgan&lt;br /&gt;
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'''Kellaxde:''' At close look, this lance shows numerous repairs. Given the strength of arvek attention to detail however, it has life left in it, yet. The lance, it is discovered, was crafted from the first tree felled by the arvek when rebuilding Blar. Though the rest of the wood was used to craft a homestead--the farmer had kept this piece, and would craft it into a weapon for their daughter; a warrior.&lt;br /&gt;
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After just three years, the daughter would pass in battle against the Garnaks, but the weapon would return to her family, to be passed on to a new warrior, and raised once more in the arveks' war for their own sovereignty. &lt;br /&gt;
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The name, well. The arvek are just bad at naming things. An inscription along the handle reveals its name to be &amp;quot;Kellaxde,&amp;quot; which translates roughly, to &amp;quot;Stick.&amp;quot;&lt;br /&gt;
:Current Owner: Garak&lt;br /&gt;
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'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
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'''Naur Gwenme:''' A hundred years ago, a gobber found themselves lost in the woods. At first, this gobber--one of the first among the self-styled Civilized tribes, hated the experience. His feet were muddy, his hands were filthy. His explosions, when he crafted them, became muddy and useless before blossoming beautifully into booming kabooms. So incensed was he that he spent years learning more traditional magics, to craft a set of clothes to keep the mud away. However,  by the time he made them, he found he did not mind the mud, the earth so much. His great ears too, attuned themselves to the sounds of the wild--and he restyled himself, Hurgathar Firefang, a gobber druid. Though at first unwelcome, uncertain among the druid circles, he soon proved his worth through bravery--rescuing creatures from dangerous situations, and ones no one else cared for--or who they were too afraid to help. The bow was one of his craft--made for one of the first druids to accept him for who he was. It always smells faintly of smoke and fire; a memory of Firefang's ancestry, and may possess an affinity for this magic.&lt;br /&gt;
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The name, Naur Gwenme, is a sil name meaning, &amp;quot;Friend of Fire,&amp;quot; and refers to the bow's history, and that it was crafted of friendship and acceptance.&lt;br /&gt;
:Current Owner: Davienne&lt;br /&gt;
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'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
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He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
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'''Trailsong:''' When a clan of Lucht nomads in the Vast grew too large, the newlywed daughter of the clan's chief volunteered to split away, taking a handful of willing young men and women and beginning a new clan. As a sign of his blessing for her travels and his sincere love for his daughter, the clan chief gave his daughter a feather, capped in silver and adorned with beads of fine green crystal, and bade her use it to give her new clan one last memory of home to bouy them on their journeys. When the group stopped that night, the new chief was surprised to find that the feather conjured a fully-stocked campsite, allowing them all to sleep in comfort and plan the journey ahead. The feather's magic was spent, but the token itself remained, smelling faintly of woodsmoke and fresh bread. The young chief kept it with her until her dying day many, many years later, naming it Trailsong in honor of the way it kept her spirits high in the wilds of the Vast&lt;br /&gt;
:Current Owner: Aetheras&lt;br /&gt;
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'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
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'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
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The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
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'''Quarlani:''' Across the blade is marked an obscure phrase: It shall be then, when the forest shrinks, a sudden death shall mark the downfall of an empire.&lt;br /&gt;
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The blade heralds from the fall of the sildanyari. An aged smith and survivor of the Gates Closing, Raychell Reysatra, forged this blade. She sought to engrave upon it lessons for the future of her people. &lt;br /&gt;
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Reysatra was part of a cult who believed the forests contained energies similar to the lost lands of the fey--or at least similar enough to sustain them. Lose the forests, she believed, and the sildanyari would ultimately perish upon Ea.&lt;br /&gt;
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She was part of a group who would eventually split to become the sylvanori, sildanyari who worked uniquely to preserve the wild places.&lt;br /&gt;
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Many of her blades were lost to battles; those that remain are prized possessions.&lt;br /&gt;
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The name means, 'Soul' in sildanyari.&lt;br /&gt;
:Current Owner: Mikilos&lt;br /&gt;
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'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
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'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
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After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
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:Current Owner: Seldan&lt;br /&gt;
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'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
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:Current Owner: Kisaiya&lt;br /&gt;
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[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:FeatsDescriptionJZ&amp;diff=32986</id>
		<title>Template:FeatsDescriptionJZ</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:FeatsDescriptionJZ&amp;diff=32986"/>
		<updated>2020-02-27T18:09:01Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Janni Rush	&amp;quot;&amp;gt;	Janni Rush	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you leap to the attack, your blows are like bolts from on high.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike's damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Janni Style	&amp;quot;&amp;gt;	Janni Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your whirling fighting technique makes you difficult to hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Acrobatics 3 ranks, Perform (dance) 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using this style, you take only a -1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Janni Tempest	&amp;quot;&amp;gt;	Janni Tempest	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your gale of attacks easily throws your opponents off balance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end of your turn. You do not provoke an attack of opportunity from the target of the maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Jawbreaker	&amp;quot;&amp;gt;	Jawbreaker	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You deliver a powerful strike to the mouth, breaking teeth and bone.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent's mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Juke	&amp;quot;&amp;gt;	Juke	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can avoid a charge, leaving your opponent vulnerable.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Mobility, Sidestep	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an opponent charges you, you gain a +4 dodge bonus to your AC. If the charger’s attack roll misses you and his movement ends while he is adjacent to you, you can switch places with the opponent as an immediate action, and he is considered to be flanked by you until the end of your next turn. You can’t use the benefits of Juke if you ready an action to set a weapon with the brace special quality against a charging foe.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Just Out of Reach	&amp;quot;&amp;gt;	Just Out of Reach	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	The farther an attacker is from you, the more easily you avoid their attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13+, Dodge, Mobility	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When a foe more than 5 feet away from you makes a melee attack against you using reach, you gain a +4 dodge bonus to your AC against the attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Keen Scent	&amp;quot;&amp;gt;	Keen Scent	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your nose is as sensitive as that of a wild predator.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, Sith-makar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain the scent special ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ki Stand	&amp;quot;&amp;gt;	Ki Stand	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	If an opponent knocks you down, you swiftly rebound with an attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ki pool.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ki Throw	&amp;quot;&amp;gt;	Ki Throw	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your physical control and mastery of momentum allows you to throw enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Trip, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk may gain Ki Throw as a bonus feat at 1th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Kirin Path	&amp;quot;&amp;gt;	Kirin Path	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You turn knowledge of your enemy into a flawless defense.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Kirin Strike, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Kirin Strike	&amp;quot;&amp;gt;	Kirin Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have read the texts of the perfect way, and know how identify to your enemies' weak spot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Kirin Style	&amp;quot;&amp;gt;	Kirin Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your study and your grace allows you to exploit your enemies' weaknesses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature's CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature's attacks, as well as a +2 dodge bonus to AC against that creature's attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Kraken Style	&amp;quot;&amp;gt;	Kraken Style	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You savagly twist and squeeze when grappliong.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13+, Improved Grapple, Improved Unarmed Strike, BAB 3+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Kraken Throttle	&amp;quot;&amp;gt;	Kraken Throttle	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You tighten your grip around your opponent's throat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13+, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;The damage that you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom bonus + 2.&lt;br /&gt;
&lt;br /&gt;
While using this style, you can choke your opponent when you successfully maintain a grapple instead of choosing to damage, move, pin, or tie up your opponent. This suffocates your opponent (Pathfinder RPG Core Rulebook 445). The grappled opponent can take a breath during any round in which you do not maintain the grapple.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Kraken Wrack	&amp;quot;&amp;gt;	Kraken Wrack	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You squeeze your opponent tightly enough to crush armor other items between you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13+, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB 7+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The damage you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent. When you do, you deal an amount of damage equal to that of your unarmed strike or one of your natural attacks to your foe’s armor or an item held in your foe’s hand. This crushing damage bypasses half of the hardness of the armor or item.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Landing Roll	&amp;quot;&amp;gt;	Landing Roll	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned the technique of rolling safely away when an enemy trips you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Mobility.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Leaf Singer	&amp;quot;&amp;gt;	Leaf Singer	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your songs recount the ways and mysteries of your people.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, bardic performance class feature, elf or half-elf.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Leaping Evasion	&amp;quot;&amp;gt;	Leaping Evasion	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You leap from danger!	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lightning Reflexes, Evasion class feature	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you succeed at a Reflex save against a spell or effect that affects an area, as an immediate action you can attempt an Acrobatics check to jump out of the effect’s area. You must move to the nearest space you can see outside of the affected area. The DC for this Acrobatics check is equal to the number of feet you must move to escape the area, and you can’t travel farther than your normal movement. If you use this feat, you are staggered on your next turn. This movement doesn’t provoke attacks of opportunity from creatures in the area of the effect you are escaping	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ledge Walker	&amp;quot;&amp;gt;	Ledge Walker	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You negotiate tiny ledges like a mountain goat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, khazad	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall prone (such as earthquakes). This bonus does not apply to your CMD against bull rush or trip attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lie Low	&amp;quot;&amp;gt;	Lie Low	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You're even harder to see when prone than most are.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;If you have been prone since the end of your last turn, the penalty on Perception checks for others to notice you increases by 1 for every 20 feet between you and the observer, to a maximum increase of 5 at 100 feet.&lt;br /&gt;
&lt;br /&gt;
This stacks with the normal modifier for distance.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Life Lure	&amp;quot;&amp;gt;	Life Lure	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your channeled positive energy is irresistibly sweet to nearby undead.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel positive energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modifier (minimum of 1). Undead that succeed at a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) are unaffected. Channeling energy for this purpose does not heal or harm creatures.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Light Armor Proficiency	&amp;quot;&amp;gt;	Light Armor Proficiency	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at wearing light armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lightning Reflexes	&amp;quot;&amp;gt;	Lightning Reflexes	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have faster ref lexes than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Ref lex saving throws.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lightning Stance	&amp;quot;&amp;gt;	Lightning Stance	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	The speed at which you move makes it nearly impossible for opponents to strike you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 17, Dodge, Wind Stance, BAB 11+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lingering Performance	&amp;quot;&amp;gt;	Lingering Performance	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The effects of your bardic performance carry on, even after you have stopped performing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bardic performance class feature	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;The bonuses and penalties from your bardic performance continue for 2 &lt;br /&gt;
rounds after you cease performing. Any other requirement, such as range &lt;br /&gt;
or specific conditions, must still be met for the effect to continue. If&lt;br /&gt;
 you begin a new bardic performance during this time, the effects of the&lt;br /&gt;
 previous performance immediately cease.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lingering Spell	&amp;quot;&amp;gt;	Lingering Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You spell clings to existence, slowly fading from the world.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet. A lingering spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lob Shot	&amp;quot;&amp;gt;	Lob Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make a high, arcing shot to strike your opponents from above.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Far Shot, Point-Blank Shot	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While making a ranged attack, you can ignore any cover bonuses to AC, including total cover, unless the target also has cover from above, such as a roof or forest canopy. When using this feat, treat your target as if it were one range increment farther away. You can't use this feat unless you have headroom equal to at least half the attack's range.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Low Profile	&amp;quot;&amp;gt;	Low Profile	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your short stature grants you a bonus versus ranged attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht or Gobber, Dex 13	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square. 	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lucky Halfling	&amp;quot;&amp;gt;	Lucky Halfling	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You bring luck to those with whom you travel.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Lunge	&amp;quot;&amp;gt;	Lunge	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike foes that would normally be out of reach.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Maddened Tinker	&amp;quot;&amp;gt;	Maddened Tinker	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You've learned to infuse your tools with some of your race's innate magic...to devastating effect. It's true. You're probably getting a little crazy, but no one should tell you that. Ever.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome, Eccentric Tinker, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When wielding a tool of the trade associated with your Obsession, treat it as Magic for the purposes of overcoming DR. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mage of the Wild	&amp;quot;&amp;gt;	Mage of the Wild	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your mystic connection with the wilderness enhances your spellcasting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Attuned to the Wild, Llyranesi, Sylvanori	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, and, Knowledge (arcana) and Spellcraft checks. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Magical Aptitude	&amp;quot;&amp;gt;	Magical Aptitude	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at spellcasting and using magic items.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mantis Style	&amp;quot;&amp;gt;	Mantis Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned to target vital areas with crippling accuracy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Stunning Fist, Heal 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mantis Torment	&amp;quot;&amp;gt;	Mantis Torment	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your knowledge of the mysteries of anatomy allows you to cause debilitating pain with a simple touch.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Heal 9 ranks, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Stunning Fist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mantis Wisdom	&amp;quot;&amp;gt;	Mantis Wisdom	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your knowledge of vital areas allows you to land debilitating strikes with precision.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Mantis Style, Stunning Fist, Heal 6 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Manyshot	&amp;quot;&amp;gt;	Manyshot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can fire multiple arrows at a single target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Marid Coldsnap	&amp;quot;&amp;gt;	Marid Coldsnap	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can summon a torrent of water to blast your enemies, chilling them to the bone.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. Creatures caught in the line take your unarmed strike damage plus the cold damage from your Elemental Fist attack and are entangled in ice as per the Marid Spirit feat. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from becoming entangled.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Marid Spirit	&amp;quot;&amp;gt;	Marid Spirit	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can manipulate cold energy to protect yourself and freeze your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 15, Elemental Fist**, Marid Style, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk level plus base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take cold damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modif ier) or become entangled in ice for 1d4 rounds. The ice has hit points equal to three times your base attack bonus or monk level, whichever is higher, and a break DC of 15 + your base attack bonus or monk level, whichever is higher. Destroying or breaking the ice ends the entangled condition.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Marid Style	&amp;quot;&amp;gt;	Marid Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You conjure tendrils of icy water to strike your enemies from a distance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier, and your reach with your unarmed strike increases by 5 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Martial Weapon Proficiency	&amp;quot;&amp;gt;	Martial Weapon Proficiency	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You make attack rolls with the selected weapon normally (without the non-proficient penalty).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Master Craftsman	&amp;quot;&amp;gt;	Master Craftsman	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your superior crafting skills allow you to create simple magic items.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	5 ranks in any Craft or Profession skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Maximize Spell	&amp;quot;&amp;gt;	Maximize Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	Your spells have the maximum possible effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Medium Armor Proficiency	&amp;quot;&amp;gt;	Medium Armor Proficiency	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at wearing medium armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Light Armor Proficiency.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	See Armor Proficiency, Light.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	See Armor Proficiency, Light.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Medusa's Wrath	&amp;quot;&amp;gt;	Medusa's Wrath	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can take advantage of your opponent's confusion, delivering multiple blows.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, BAB 11+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Memory Reload	&amp;quot;&amp;gt;	Memory Reload	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your mind is adjustable in certain ways. That is, you may choose to realign it to better accomplish certain tasks. Doing so however, overrides old knowledge.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem, Int 13	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use this feat, you gain a +2 competence bonus on checks involving a single class skill of your choice. Once per day, you can select a different class skill to gain this feat's benefit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Missile Shield	&amp;quot;&amp;gt;	Missile Shield	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at def lecting ranged attacks with your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Shield Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may def lect it so that you take no damage, as if you had the Def lect Arrows feat. You must be aware of the attack and not flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mobility	&amp;quot;&amp;gt;	Mobility	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can easily move through a dangerous melee.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Monkey Moves	&amp;quot;&amp;gt;	Monkey Moves	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You scramble around your foes, moving and striking in an erratic fashion.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You climb at one-quarter your speed, and you lose your Dexterity bonus to AC while doing so. A 5-foot step is made using your normal movement modes, and you can take one only if you have not otherwise moved this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Monkey Shine	&amp;quot;&amp;gt;	Monkey Shine	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You combine acrobatics and opportunity to devastating effect against your opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent's space. This movement does not provoke attacks of opportunity. While you are in your opponent's space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You cannot enter an opponent's space.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Monkey Style	&amp;quot;&amp;gt;	Monkey Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You take a -4 penalty on attack rolls and AC against melee attacks while prone. Standing up is a standard action that provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Moonlight Stalker	&amp;quot;&amp;gt;	Moonlight Stalker	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are adept at using shadows to conceal your attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Moonlight Stalker Feint	&amp;quot;&amp;gt;	Moonlight Stalker Feint	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You strike through the shadows so quickly that your opponent can barely react to your attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Bluff 6 ranks, darkvision or lowlight vision racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Feinting is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Moonlight Stalker Master	&amp;quot;&amp;gt;	Moonlight Stalker Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You leave your opponents swinging at shadows while you slide elusively through the darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mounted Archery	&amp;quot;&amp;gt;	Mounted Archery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at making ranged attacks while mounted.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ride 1 rank, Mounted Combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mounted Combat	&amp;quot;&amp;gt;	Mounted Combat	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are adept at guiding your mount through combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ride 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mounted Skirmisher	&amp;quot;&amp;gt;	Mounted Skirmisher	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are adept at attacking from upon a swift moving steed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ride rank 14, Mounted Combat, Trick Riding.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If your mount moves its speed or less, you can still take a full-attack action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	If your mount moves more than 5 feet, you can only take an attack action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Mystic Stride	&amp;quot;&amp;gt;	Mystic Stride	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Enchanted vegetation does not bar your path.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Nimble Moves, woodland stride class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Woodland stride does not apply to thorns, briars, and overgrowth areas that are enchanted or magically manipulated.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Natural Spell	&amp;quot;&amp;gt;	Natural Spell	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can cast spells even while in a form that cannot normally cast spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, wild shape class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Neckbreaker	&amp;quot;&amp;gt;	Neckbreaker	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a quick jerk, you snap an enemy's neck.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a -5 penalty on the attack roll. If you succeed, you wrench that opponent's neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent's Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Net Adept	&amp;quot;&amp;gt;	Net Adept	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have trained to use the net as a melee weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Exotic Weapon Proficiency (net), base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A net is a ranged weapon that imposes a -4 penalty on ranged attack rolls if it is unfolded. Folding a net takes a proficient user 2 rounds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Net and Trident	&amp;quot;&amp;gt;	Net and Trident	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your skill with lighter weapons allows you to wield one alongside your net.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A net is a two-handed ranged weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Net Maneuvering	&amp;quot;&amp;gt;	Net Maneuvering	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With sweeping movements and brute force, you can use your net to put foes at a disadvantage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in this way. Further, if you have an opponent entangled in your net, you can attempt to drag or reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Net Trickery	&amp;quot;&amp;gt;	Net Trickery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have become very proficient at using your net to hinder your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Exotic Weapon Proficiency (net), Net Adept, Net Maneuvering, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide 320). If you have an opponent entangled in your net, you can attempt to trip that opponent as long as he is within your net's reach or you control the trailing rope on your net. You also gain a +2 bonus on drag and reposition combat maneuver checks you make using your net.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Never Stand Down	&amp;quot;&amp;gt;	Never Stand Down	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Never one to back down, the strength of your ancient blood and rage bolsters you against the effects of fear.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Oruch	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	+4 to saves against fear and fear-based effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Nightmare Fist	&amp;quot;&amp;gt;	Nightmare Fist	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are even more deadly in magical darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Intimidate 1 rank, ability to create magical darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, frightened, or panicked. You also gain a +2 morale bonus on Acrobatics and Intimidate checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Nightmare Striker	&amp;quot;&amp;gt;	Nightmare Striker	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your faerie fire not only illuminates your foes, but it also shows you their weaknesses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Nightmare Fist, Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist your Stunning Fist attempts increases by +2. If you hit an opponent with a Stunning Fist attempt, and that opponent fails her saving throw, you can render the target shaken for 1d2 rounds plus 1 round for every 5 by which the opponent failed her save.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Nightmare Weaver	&amp;quot;&amp;gt;	Nightmare Weaver	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can use your ability to create magical darkness to terrorize enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Nightmare Fist, Intimidate 2 ranks, ability to cast darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	This feat counts as Dazzling Display for purposes of qualifying for Deadly Stroke and Shatter Defenses.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Nimble Moves	&amp;quot;&amp;gt;	Nimble Moves	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can move across a single obstacle with ease.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Obscuring Wings	&amp;quot;&amp;gt;	Obscuring Wings	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your wings to create a cloud of concealment.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	By flapping your wings as a standard action, you may summon up a cloud of dust, creating the effect of a personalized obscuring mist for 1 round, centered on you. You must be touching a surface conducive to this effect, such as snow, earth or dust, etc. This effect lasts until the end of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	One of Us	&amp;quot;&amp;gt;	One of Us	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Gnomes are terrifying in groups.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When around other gnomes, you believe you can do anything. More, you become better at convincing others of this fact. So long as at least one other gnome is present, you receive a +2 circumstance bonus to will saves, and a +2 bonus to all social skill checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Open Up	&amp;quot;&amp;gt;	Open Up	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You pull an opponent’s shield, opening your foe up to an unobstructed attack by an ally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13+, Combat Expertise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you successfully use the aid another action to improve the next attack roll against an opponent by an ally who also has this feat, that attack also ignores any Armor Class bonus granted by the opponent’s shield. This benefit affects only physical shields, not shield bonuses from spells or other sources.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The DC for any Perception check attempted by a sleeping creature is increased by 10.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If both you and your ally also have the Harrying Partners teamwork feat, all of your ally’s attacks made before your next turn ignore the opponent’s Armor Class bonus from a shield.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Opening Volley	&amp;quot;&amp;gt;	Opening Volley	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your ranged assault leaves your foe disoriented and vulnerable to your melee attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Orc Hewer	&amp;quot;&amp;gt;	Orc Hewer	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are ferocious at hewing your enemies, especially orcs.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Cleave, Goblin Cleaver, Power Attack, khazad	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Order-Bound	&amp;quot;&amp;gt;	Order-Bound	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You understand the ways of order, and can identify the stench of chaos by scent. Troops fear your inspections.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arvek Nar, Lawful alignment	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Chaos carries a certain scent to it. It's distasteful. You gain the scent ability, though it can only detect creatures with a chaotic alignment or subtype.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Outflank	&amp;quot;&amp;gt;	Outflank	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You look for every edge when flanking an enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 4	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pack Attack	&amp;quot;&amp;gt;	Pack Attack	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are skilled at surrounding your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can take a 5-foot step only if you have not otherwise moved in a round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Painful Anchor	&amp;quot;&amp;gt;	Painful Anchor	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Paladin 8+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Evil outsiders take damage when they attempt to connect to other planes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) within 10 ft. of you, it takes damage equal to 4d8 + your Charisma modifier. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Paired Opportunists	&amp;quot;&amp;gt;	Paired Opportunists	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You know how to make an enemy pay for lax defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Panther Claw	&amp;quot;&amp;gt;	Panther Claw	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You unleash a rapid series of blows on foes that attempt to attack you when you move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Panther Parry	&amp;quot;&amp;gt;	Panther Parry	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your vicious strikes impair your foe's ability to attack you when you move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a -2 penalty on attack and damage rolls with the triggering attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Panther Style	&amp;quot;&amp;gt;	Panther Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike back at enemies who attack you when you move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, Combat Reflexes, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Parting Shot	&amp;quot;&amp;gt;	Parting Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You cannot attack when using the withdraw action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Starting at 6th level, a ranger with the archery combat style may select Parting Shot as a combat style feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pass For Human	&amp;quot;&amp;gt;	Pass For Human	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You're easily mistaken for a human rather than a member of your own race.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Half-sil	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A half ling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Passing Trick	&amp;quot;&amp;gt;	Passing Trick	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Slipping past a foe gives you the chance to feint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Dodge, Improved Feint, Mobility, size Small or smaller.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to feint in combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If you have the Underfoot feat and the opponent is larger than you, you gain a +2 bonus on the Bluff check this feat allows.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Penetrating Strike	&amp;quot;&amp;gt;	Penetrating Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your attacks are capable of penetrating the defenses of some creatures.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus, 12th-level fighter, proficiency with weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/-).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Perfect Strike	&amp;quot;&amp;gt;	Perfect Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When wielding a monk weapon, your attacks can be extremely precise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Persistent Spell	&amp;quot;&amp;gt;	Persistent Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can modify a spell to become more tenacious when its targets resist its effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Persuasive	&amp;quot;&amp;gt;	Persuasive	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at swaying attitudes and intimidating others into your way of thinking.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Phalanx Formation	&amp;quot;&amp;gt;	Phalanx Formation	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are trained to use long weapons in tight formations.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Attacking a target that is beyond another creature, even an ally, can result in the target having soft cover from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Piercing Spell	&amp;quot;&amp;gt;	Piercing Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	Your studies have helped you develop methods to overcome spell resistance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pin Down	&amp;quot;&amp;gt;	Pin Down	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You easily block enemy escapes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes, fighter level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pinning Knockout	&amp;quot;&amp;gt;	Pinning Knockout	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	An opponent you have pinned is easy for you to knock out.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pinning Rend	&amp;quot;&amp;gt;	Pinning Rend	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You tear flesh when you damage an opponent that you have pinned.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pinpoint Targeting	&amp;quot;&amp;gt;	Pinpoint Targeting	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can target the weak points in your opponent's armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pistol Whip	&amp;quot;&amp;gt;	Pistol Whip	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	See National feats description.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Exotic Weapon Proficiency (Firearms), Int 13, BAB: 3+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may perform an attack with the butt or handle of your firearm as a standard action. When you do, you are considered to be proficient with the firearm as a melee weapon and gain a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of size, the critical multiplier of this attack is 20/×2. If the attack hits, make a combat maneuver check to knock the target prone as a free action. If your check fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures--such as oozes, creatures without legs, and flying creatures--cannot be tripped.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Point-Blank Master	&amp;quot;&amp;gt;	Point-Blank Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are adept at firing ranged weapons in close quarters.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Specialization with a ranged weapon	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Using a ranged weapon while you are threatened provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Point-Blank Shot	&amp;quot;&amp;gt;	Point-Blank Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are especially accurate when making ranged attacks against close targets.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Power Attack	&amp;quot;&amp;gt;	Power Attack	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Powerful Shape	&amp;quot;&amp;gt;	Powerful Shape	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your wild shapes are mighty and muscular.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wild shape class feature, druid level 8th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Practiced Tactician	&amp;quot;&amp;gt;	Practiced Tactician	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With only a few quick gestures and commands, you can direct others in combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Tactician class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use your tactician ability to grant allies a teamwork feat one additional time per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Practiced Tactician multiple times. Its effects stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Precise Shot	&amp;quot;&amp;gt;	Precise Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are adept at firing ranged attacks into melee.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Preferred Spell	&amp;quot;&amp;gt;	Preferred Spell	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You find it very easy to cast one particular spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spellcraft 5 ranks, Heighten Spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Press to the Wall	&amp;quot;&amp;gt;	Press to the Wall	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You gain an advantage when your opponent can’t easily retreat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Step Up, BAB 3+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you are the only character threatening an opponent, you can treat solid, immovable objects that occupy a square (such as columns, tree trunks, and walls) and are adjacent to that opponent as allies threatening the opponent when determining whether you flank the foe.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Prodigy	&amp;quot;&amp;gt;	Prodigy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are naturally skilled at arts, professions, and the acquisition of knowledge.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Punishing Kick	&amp;quot;&amp;gt;	Punishing Kick	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your kicks are so powerful you use them to push or knock back your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Wis 13, Improved Unarmed Strike, BAB 8+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pure Faith	&amp;quot;&amp;gt;	Pure Faith	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Divine health class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +4 sacred bonus to saving throws against poison.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Pushing Assault	&amp;quot;&amp;gt;	Pushing Assault	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	A strike made with a two-handed weapon can push a similar sized opponent backward.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Power Attack, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit a creature your size or smaller with a two-handed weapon attack modif ied by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quarterstaff Master	&amp;quot;&amp;gt;	Quarterstaff Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can wield a quarterstaff as either a two-handed or one-handed weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus (quarterstaff), base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quick Bull Rush	&amp;quot;&amp;gt;	Quick Bull Rush	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can barrel into your opponent and follow this with an attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Bull Rush, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A bull rush combat maneuver is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quick Channel	&amp;quot;&amp;gt;	Quick Channel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your divine energies flash with dazzling speed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Knowledge (religion) 5 ranks, channel energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may channel energy as a move action by spending 2 daily uses of that ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quick Dirty Trick	&amp;quot;&amp;gt;	Quick Dirty Trick	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can perpetrate a dirty trick and deliver an attack before your opponent is the wiser.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A dirty trick combat maneuver is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quick Drag	&amp;quot;&amp;gt;	Quick Drag	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You drag your enemy and deliver a punishing blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Drag, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A drag combat maneuver is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quick Draw	&amp;quot;&amp;gt;	Quick Draw	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can draw weapons faster than most.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quick Reposition	&amp;quot;&amp;gt;	Quick Reposition	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your opponent becomes an unwitting dance partner, following your lead while you fight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the reposition.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A reposition combat maneuver is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quick Wild Shape	&amp;quot;&amp;gt;	Quick Wild Shape	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You sacrifice power for speed in changing form.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wild shape class feature, caster level 8th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a move action, or four levels lower as a swift action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quicken Spell	&amp;quot;&amp;gt;	Quicken Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can cast spells in a fraction of the normal time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Quicksilver Guts	&amp;quot;&amp;gt;	Quicksilver Guts	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your natural weapons are treated as silver weapons for the purpose of overcoming damage reduction. In addition, the quicksilver in your system makes you more flexible, and you gain a +1 bonus on Reflex saves against spells and spell-like abilities.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Radiant Charge	&amp;quot;&amp;gt;	Radiant Charge	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	When you charge, you do so with the power of faith.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Raging Brutality	&amp;quot;&amp;gt;	Raging Brutality	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You expend some of your rage to strike your opponents with a more powerful weapon blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, rage class feature, Power Attack, base attack bonus +12.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Raging Deathblow	&amp;quot;&amp;gt;	Raging Deathblow	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Every killing blow gives you a surge of vitality, further fueling your rage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Greater rage class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While raging, whenever your attack reduces your opponent to -1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Raging Hurler	&amp;quot;&amp;gt;	Raging Hurler	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	An opponent can do little to evade your wrathful pitching of weapons and objects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Rage class feature, Throw Anything.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Raging Throw	&amp;quot;&amp;gt;	Raging Throw	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You expend some of your rage to throw one opponent at another.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ranged Disarm	&amp;quot;&amp;gt;	Ranged Disarm	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	A well-placed shot disarms your foe.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Deadly Aim, base attack bonus +1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the disarm attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You cannot be disarmed by failing this disarm attempt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ranged Trip	&amp;quot;&amp;gt;	Ranged Trip	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	A shot to the leg causes your foe to fall prone.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Deadly Aim, base attack bonus +1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can't be knocked prone by failing the trip attempt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rapid Grappler	&amp;quot;&amp;gt;	Rapid Grappler	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are a quick hand at grappling.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check at a -5 penalty.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rapid Reload	&amp;quot;&amp;gt;	Rapid Reload	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or onehanded firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a fullattack action as you could attack if you were using a bow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rapid Shot	&amp;quot;&amp;gt;	Rapid Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make an additional ranged attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Point-Blank Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ray Shield	&amp;quot;&amp;gt;	Ray Shield	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can even deflect rays with your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Missile Shield, Spellbreaker.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may def lect it so that you take no damage from it. Your shield suffers the full effects of the spell or effect, if applicable.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Razortusk	&amp;quot;&amp;gt;	Razortusk	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your powerful jaws and steely teeth are deadly enough to give you a bite attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sith-makar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus -5, and adds half your Strength modifier to damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Reach Spell	&amp;quot;&amp;gt;	Reach Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	Your spells go farther than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modif ied by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Reactive Arcane Shield	&amp;quot;&amp;gt;	Reactive Arcane Shield	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your arcane shield responds to threats even if you’re caught off guard.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane Shield, arcane spellcaster, caster level 12th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you are aware of an attack against you that has already been declared and you choose to use the Arcane Shield feat, the immediate action to activate the feat occurs before the attack roll against you is resolved. In addition, all adjacent allies also gain the feat’s deflection bonus to AC for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rebuffing Reduction	&amp;quot;&amp;gt;	Rebuffing Reduction	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your damage reduction can turn the force of blows back on your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, damage reduction, Improved Bull Rush, Power Attack, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush combat maneuver against that opponent. If you succeed, you cannot move with the opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A bull rush combat maneuver is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rebuke the Horde	&amp;quot;&amp;gt;	Rebuke the Horde	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	A far-off ancestor was a leader among some oruch clan. You possess some of this ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Oruch, 13 Cha	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You make Intimidate and Diplomacy rolls at a +2 bonus when dealing with other oruch or half-oruch (+4 at 10 ranks), though not the mogareg. In addition, you may make an Intimidation or Diplomacy roll against other oruch or half-oruch as a swift action as part of combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Redirect Attack	&amp;quot;&amp;gt;	Redirect Attack	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you dodge an attack, you can deflect it toward another opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15+, Int 15+, Dodge	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per turn, when an opponent only you threaten fails an attack against you, you can redirect the attack to target another foe. The new target must be adjacent to you and within reach of the opponent that missed you. Attempt a combat maneuver check; if the result exceeds both the Combat Maneuver Defense of the opponent who missed you and the Armor Class of the new target, the attack strikes and deals its normal damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Relentless Shot	&amp;quot;&amp;gt;	Relentless Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You keep your aim steady on a downed foe.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot, base attack bonus +6	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;When you successfully trip an opponent within 30 feet with a ranged attack, you threaten that opponent until your next turn. You can make attacks of opportunity against that opponent with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
This effect ends if you attack another target or the opponent moves from its current square.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	While wielding a ranged weapon, you threaten no squares and cannot make attacks of opportunity with that weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rending Claws	&amp;quot;&amp;gt;	Rending Claws	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your claw attacks do greater harm to your enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, two claw natural weapon attacks, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rending Fury	&amp;quot;&amp;gt;	Rending Fury	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You easily tear your enemies limb from limb with your natural attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +6, rend special attack or druid 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You deal rend damage if you hit with half the normal natural attacks your rend requires. For example, a troll that has this feat can rend when it hits with one claw attack, while a girallon that has this feat must hit one target with two claw attacks to rend. You can only make this rend attack once per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Repositioning Strike	&amp;quot;&amp;gt;	Repositioning Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits can move your foes where you wish.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Reposition, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may move your opponent as if from the reposition combat maneuver. This does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a reposition combat maneuver to reposition an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Resilient Brute	&amp;quot;&amp;gt;	Resilient Brute	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You absorb punishment others find deadly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Half-orc or orc.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may use this ability an additional time per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Resonant Tubing	&amp;quot;&amp;gt;	Resonant Tubing	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Perform (wind instruments) 1 ranks, War Golem	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are capable of using your very body as a musical wind instrument, for any task that requires one. You need not hold on in either hand because the noise is created internally and emanated from tubes sticking out of the war golem body. You have a natural control over these pipes, and gain a +2 circumstance bonus on all Perform (wind instrument) checks used with these internal pipes. If you have 10 or more ranks in Perform (wind instrument) the bonus to checks made with the same skill increases to +4, which overlaps but does not stack with the previous bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Reward of Grace	&amp;quot;&amp;gt;	Reward of Grace	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	When you lay on hands, divine energy ripples through you, granting you grace.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Reward of Life	&amp;quot;&amp;gt;	Reward of Life	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	When you lay on hands, you are also healed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use lay on hands to harm undead.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Rhetorical Flourish	&amp;quot;&amp;gt;	Rhetorical Flourish	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You rapidly change topics and employ confusing rhetoric to distract people from your true intent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, Persuasive.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a -2 penalty on your next Diplomacy check against that creature. Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. You take a -4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat's normal bonus, you can retry your last Diplomacy check against the creature if that check was made in the past minute.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ricochet Splash Weapon	&amp;quot;&amp;gt;	Ricochet Splash Weapon	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Even when your thrown splash weapons miss, they are especially dangerous.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Throw Anything.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A thrown splash weapon that misses deals splash damage in the square where it lands and in adjacent squares.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ride-By Attack	&amp;quot;&amp;gt;	Ride-By Attack	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	While mounted and charging, you can move, strike at a foe, and then continue moving.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ride 1 rank, Mounted Combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Righteous Healing	&amp;quot;&amp;gt;	Righteous Healing	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your healing spells are more potent when you have a judgment active.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Judgment class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor levels you possess.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Run	&amp;quot;&amp;gt;	Run	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are swift of foot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Saving Shield	&amp;quot;&amp;gt;	Saving Shield	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You deflect attacks that could mean your ally's death.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Proficiency.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	School Strike	&amp;quot;&amp;gt;	School Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You focus the secrets of your school of wizardry into your unarmed strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wizard school class feature, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen school power to that opponent. Doing so provokes no attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you take it, you apply it to a different qualifying arcane school power.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Scorpion Style	&amp;quot;&amp;gt;	Scorpion Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can perform an unarmed strike that greatly hampers your target's movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Scribe Scroll	&amp;quot;&amp;gt;	Scribe Scroll	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic scrolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sea Legs	&amp;quot;&amp;gt;	Sea Legs	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have a sailor's instincts for moving about while aboard seagoing vessels.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Profession (sailor) 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on Acrobatics, Climb, and Swim checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Second Chance	&amp;quot;&amp;gt;	Second Chance	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Quick ref lexes turn missed strikes into second chances.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Seen and Unseen	&amp;quot;&amp;gt;	Seen and Unseen	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Half-sil	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take a -4 penalty on all efforts to track you through the Survival skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Seize the Moment	&amp;quot;&amp;gt;	Seize the Moment	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You and your allies are poised to pounce whenever one of you scores a telling blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes, Improved Critical.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Selective Channeling	&amp;quot;&amp;gt;	Selective Channeling	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can choose whom to affect when you channel energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, channel energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	All targets in a 3-foot burst are affected when you channel energy. You can only choose whether or not you are affected.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Self-Sufficient	&amp;quot;&amp;gt;	Self-Sufficient	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know how to get along in the wild and how to effectively treat wounds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Serenity of the Sky	&amp;quot;&amp;gt;	Serenity of the Sky	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You gain benefits when beneath open sky.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin, Child of the Skies	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When beneath an open sky, you receive a +2 to will saves, and may choose to reroll a failed will save once per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shadow Strike	&amp;quot;&amp;gt;	Shadow Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You accurately strike even those you cannot clearly see.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shadowy Dash	&amp;quot;&amp;gt;	Shadowy Dash	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	In dim light, you resemble little more than a shadow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Mul'niessa	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal -5 penalty for doing so.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When moving at more than half your speed and up to your normal speed, you take a -5 penalty on Stealth checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shaitan Earthblast	&amp;quot;&amp;gt;	Shaitan Earthblast	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a forceful stomp you release a blast of acid from the earth to burn your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 17, Elemental Fist**, Improved Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of acid that has a 5-foot radius and erupts from a point of origin within 30 feet of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist and are staggered for 1 round. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from being staggered.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shaitan Skin	&amp;quot;&amp;gt;	Shaitan Skin	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can manipulate acid to shield yourself and disable your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 15, Elemental Fist**, Improved Unarmed Strike, Shaitan Style, base attack bonus +11 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, or your monk level plus BAB gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take acid damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or be staggered for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shaitan Style	&amp;quot;&amp;gt;	Shaitan Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You strike with the caustic forces from within the earth.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shake It Off	&amp;quot;&amp;gt;	Shake It Off	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	You support your allies and help them recover from crippling effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shapeshifter Foil	&amp;quot;&amp;gt;	Shapeshifter Foil	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your command of shapeshifting magic can disrupt similar effects in others.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no saving throw is allowed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shapeshifting Hunter	&amp;quot;&amp;gt;	Shapeshifting Hunter	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You blend your knowledge of foes and your shapeshifting abilities together.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Favored enemy class feature, wild shape class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shaping Focus	&amp;quot;&amp;gt;	Shaping Focus	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your powers of shapeshifting outstrip your dabbling in the druidic faith.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wild shape class feature, Knowledge (nature) 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	This feat has no effect if you are not a multiclassed druid.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shared Insight	&amp;quot;&amp;gt;	Shared Insight	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You deftly direct others' attentions where you wish.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, half-elf.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shared Judgment	&amp;quot;&amp;gt;	Shared Judgment	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You extend the benefits of your judgment to an ally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Second judgment class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment class feature, you can pronounce a single judgment and extend its effects to two adjacent allies instead of pronouncing a second and third judgment. Alternatively, once you have the third judgment class feature, you can pronounce two judgments and extend the effects of one judgment to one adjacent ally instead of pronouncing a third judgment. Once an ally has gained the effects of your judgment, he need not remain adjacent to you to continue gaining that benefit. You can spend a free action to end this benefit for one or both allies. If your judgment bonus is suspended for you, it is suspended for all allies, but when it resumes, it does so for all allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shared Manipulation	&amp;quot;&amp;gt;	Shared Manipulation	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can subtly bolster allies' ability to misdirect and infuriate their enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, half-elf.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your Charisma modifier (minimum 1 round).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shatter Defenses	&amp;quot;&amp;gt;	Shatter Defenses	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shatterspell	&amp;quot;&amp;gt;	Shatterspell	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your mighty blows shatter your enemy's magic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Disruptive, Spellbreaker, dwarf, 10th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shield Focus	&amp;quot;&amp;gt;	Shield Focus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at def lecting blows with your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Proficiency, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Increase the AC bonus granted by any shield you are using by 1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shield Master	&amp;quot;&amp;gt;	Shield Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your mastery of the shield allows you to fight with it without hindrance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shield of Swings	&amp;quot;&amp;gt;	Shield of Swings	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	A wild frenzy of attacks serves to bolster your defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shield Proficiency	&amp;quot;&amp;gt;	Shield Proficiency	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are trained in how to properly use a shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shield Slam	&amp;quot;&amp;gt;	Shield Slam	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	In the right position, your shield can be used to send opponents flying.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shield Specialization	&amp;quot;&amp;gt;	Shield Specialization	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have mastered the use of one type of shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficiency with selected shield, Shield Focus, fighter level 4th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shield Wall	&amp;quot;&amp;gt;	Shield Wall	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You form a unified defense with those around you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Proficiency.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (Core Rulebook 153).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shielded Caster	&amp;quot;&amp;gt;	Shielded Caster	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	Your allies cover you while you cast complicated spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Short Circuit	&amp;quot;&amp;gt;	Short Circuit	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Manipulate your circuits to create a burst of static.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem, War Golem Slam, BAB 7+, Con 13+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using your slam attack, as a swift action you may energize your circuits, delivering 1d6 of additional electricity damage to your slam attack. You may do this a number of times a day equal to your Con modifier.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shot on the Run	&amp;quot;&amp;gt;	Shot on the Run	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can move, fire a ranged weapon, and move again before your foes can react.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Mobility, Point-Blank Shot, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You cannot move before and after an attack with a ranged weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Shrug On	&amp;quot;&amp;gt;	Shrug On	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can throw on the most important element of your armor in a flash.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 1+, medium armor proficiency	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can shrug yourself into the largest and most protective section of a suit of armor with which you are proficient. The armor does not grant any magical benefits in this state, and its armor check penalty and maximum Dexterity bonus to AC are both 2 worse than normal. When donned using this feat, medium armor grants a +3 armor bonus, and heavy armor grants a +5 armor bonus. Light armor grants no armor bonus when donned using this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sickening Critical	&amp;quot;&amp;gt;	Sickening Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause opponents to become sickened.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, BAB 11+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sickening Spell	&amp;quot;&amp;gt;	Sickening Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can sicken creatures with your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. A sickening spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sidestep	&amp;quot;&amp;gt;	Sidestep	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can reposition yourself after a foe's missed swing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Mobility.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Silent Spell	&amp;quot;&amp;gt;	Silent Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can cast your spells without making any sound.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Bard spells cannot be enhanced by this feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Simple Weapon Proficiency	&amp;quot;&amp;gt;	Simple Weapon Proficiency	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are trained in the use of basic weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You make attack rolls with simple weapons without penalty.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sin Seer	&amp;quot;&amp;gt;	Sin Seer	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Unlike others who have taken the oath against undeath (see page 60), your preoccupation with the undead does not cloud your view of good and evil.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Detect undead paladin class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Skill Focus	&amp;quot;&amp;gt;	Skill Focus	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Choose a skill. You are particularly adept at that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Slashing Grace	&amp;quot;&amp;gt;	Slashing Grace	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can stab your enemies with your sword or another slashing weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Weapon Finesse, Weapon Focus with chosen weapon	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one kind of one-handed or light slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Slayer's Knack	&amp;quot;&amp;gt;	Slayer's Knack	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You know how to battle your favored enemies with such efficacy that any weapon you wield against them becomes more deadly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Favored enemy class feature, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you wield is doubled. This effect does not stack with any other effect that expands a weapon's threat range.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you take it, you choose a different favored enemy type.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sling Flail	&amp;quot;&amp;gt;	Sling Flail	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can use your loaded sling to effectively strike at nearby foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus (sling), base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not expend mundane ammunition, but magical or masterwork ammunition loses its special properties after a single hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Any feats you have that apply when you use a flail also apply when you use a loaded sling as a melee weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Smash	&amp;quot;&amp;gt;	Smash	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You overcome obstacles by breaking them.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Power Attack, giantborn	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock down or break open doors.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The benefits of this feat do not apply to sunder attempts or attacks against constructs, only attacks on inanimate, unattended objects.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Smashing Fists	&amp;quot;&amp;gt;	Smashing Fists	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The size of your fists and forearms reflects your giant heritage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using an unarmed strike, your massive fists deal 1d6 instead of 1d3. If you are a monk, improve your damage dice by one step, instead (use the sizing rules for INA). These benefits are considered a size bonus, and do not stack with other size bonuses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Smell Fear	&amp;quot;&amp;gt;	Smell Fear	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can catch the sour scent of fear on the wind.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Keen Scent, Sith-makar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Smoking Boulders	&amp;quot;&amp;gt;	Smoking Boulders	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You throw rocks with such force that they vanish in cloud of dust. Treat as an Obscuring Mist effect. 	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, HD 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you throw a rock as part of an attack action, you can cause the boulder to erupt into a 10-foot-radius spread of heavy smoke on a successful hit (treat similarly to Obscuring Mist). The smoke lasts for 1d4 rounds. Throwing boulders may be achieved as part of a class ability (such as barbarian powers) or by treating the boulders as improvised weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snake Fang	&amp;quot;&amp;gt;	Snake Fang	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can unleash attacks against an opponent that has dropped its guard.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snake Sidewind	&amp;quot;&amp;gt;	Snake Sidewind	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your sensitive twisting movements make you difficult to anticipate combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can take a 5-foot step only if you have not otherwise moved this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snake Style	&amp;quot;&amp;gt;	Snake Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You watch your foe's every movement and then punch through its defense.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	An unarmed strike deals bludgeoning damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snap Shot	&amp;quot;&amp;gt;	Snap Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a ranged weapon, you can take advantage of any opening in your opponent's defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snapping Turtle Clutch	&amp;quot;&amp;gt;	Snapping Turtle Clutch	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your unarmed style allows you to turn your opponent's attack into an opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a -2 penalty.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snapping Turtle Shell	&amp;quot;&amp;gt;	Snapping Turtle Shell	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your guarding hand is almost magical in its skill at def lecting incoming blows.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a -4 penalty on critical confirmation rolls against you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snapping Turtle Style	&amp;quot;&amp;gt;	Snapping Turtle Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your deft unarmed style allows you to shield your body from harm.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, base attack bonus +1 or monk level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Snatch Arrows	&amp;quot;&amp;gt;	Snatch Arrows	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Deflect Arrows, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using the Def lect Arrows feat you may choose to catch the weapon instead of just def lecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sneaking Precision	&amp;quot;&amp;gt;	Sneaking Precision	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your knowledge of your enemies' vulnerable spots is especially punishing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sociable	&amp;quot;&amp;gt;	Sociable	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have a way of helping others to get along.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, half-elf.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sorcerous Bloodstrike	&amp;quot;&amp;gt;	Sorcerous Bloodstrike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can regain power when you kill a creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, sorcerer bloodline class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a sorcerer bloodline power that has a limited number of uses per day. The slain creature must have at least half as many Hit Dice as your sorcerer level. You cannot use this feat to gain another usage of a bloodline power that you have not yet used today.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sorcerous Strike	&amp;quot;&amp;gt;	Sorcerous Strike	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The power flowing through your veins also flows through your unarmed strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sorcerer bloodline class feature, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you take it, you apply it to a different qualifying bloodline power.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spell Bane	&amp;quot;&amp;gt;	Spell Bane	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	While your bane weapon is active, creatures that your bane affects find it more difficult to resist your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that type.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spell Bluff	&amp;quot;&amp;gt;	Spell Bluff	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 5 ranks, Spellcraft 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell. Because you have studied how to mask the recognizable elements of your spellcasting, you gain a +2 bonus on your Spellcraft checks to identify and counter an opponent's spell if it is a spell you know or have in your spellbook.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spell Focus	&amp;quot;&amp;gt;	Spell Focus	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Choose a school of magic. Any spells you cast of that school are more difficult to resist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spell Mastery	&amp;quot;&amp;gt;	Spell Mastery	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	1st-level wizard.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Without this feat, you must use a spellbook to prepare all your spells, except read magic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spell Penetration	&amp;quot;&amp;gt;	Spell Penetration	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your spells break through spell resistance more easily than most.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spellbreaker	&amp;quot;&amp;gt;	Spellbreaker	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can strike at enemy spellcasters who fail to cast defensively when you threaten them.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Disruptive, 10th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Enemies that fail to cast spells defensively do not provoke attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spellsong	&amp;quot;&amp;gt;	Spellsong	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can blend the power of your performance and spellcasting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, bardic performance class ability, able to cast 1st-level spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spinning Throw	&amp;quot;&amp;gt;	Spinning Throw	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You whirl your foe around and then let go.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. If your bull rush succeeds, you can move that opponent to any unoccupied square you threaten, then push that opponent the number of 5-foot increments your successful bull rush allows. The target is then knocked prone. If the bull rush fails, you can use the Ki Throw feat as normal. If you also have the Improved Ki Throw feat, a successful bull rush allows you to push the opponent into a space secondary targets occupy. You resolve this effect as if you used the Improved Ki Throw feat to throw the opponent into that space.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Per the Ki Throw feat, a monk can use ki to affect creatures larger than himself with this feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spirit of the Skies	&amp;quot;&amp;gt;	Spirit of the Skies	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The sky brings you a strength of self and an inner peace. You are probably somewhat claustrophobic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin, Guardian of the Skies, Child of the Skies	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are beneath an open sky, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spirit of the Wild	&amp;quot;&amp;gt;	Spirit of the Wild	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your mystic connection with one type of wilderness has grown even stronger.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Attuned to the Wild, Guardian of the Wild, Llyranesi, Sylvanori	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualif ies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spirited Charge	&amp;quot;&amp;gt;	Spirited Charge	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your mounted charge attacks deal a tremendous amount of damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ride 1 rank, Mounted Combat, Ride-By Attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spontaneous Metafocus	&amp;quot;&amp;gt;	Spontaneous Metafocus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can focus to combine one of your known spells and metamagic feats.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, one metamagic feat, able to spontaneously cast spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast the spell using the normal casting time instead of at the slower casting time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you select this feat, choose a new spell that you can cast spontaneously; the feat applies to that spell.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Spring Attack	&amp;quot;&amp;gt;	Spring Attack	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can deftly move up to a foe, strike, and withdraw before he can react.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Mobility, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You cannot move before and after an attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stabbing Shot	&amp;quot;&amp;gt;	Stabbing Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can clear the way to continue using your bow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Rapid Shot	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits-whether or not it does damage-your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a -2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stage Combatant	&amp;quot;&amp;gt;	Stage Combatant	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are a master of stage and nonlethal combats.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus, base attack bonus +5	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When making attacks that deal no damage or nonlethal damage, you take a -4 penalty on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Staggering Critical	&amp;quot;&amp;gt;	Staggering Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your critical hits cause opponents to slow down.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, BAB 13+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stalwart	&amp;quot;&amp;gt;	Stalwart	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You adopt a defensive stance that allows you to absorb and redirect hits.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Diehard, Endurance, base attack bonus +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/-, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stand Still	&amp;quot;&amp;gt;	Stand Still	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can stop foes that try to move past you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Steady Shot	&amp;quot;&amp;gt;	Steady Shot	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are a sniper of uncanny precision.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB +1, Weapon focus in the chosen weapon	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose dragonspitter, thunderbelcher, or a specific type of crossbow. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles, if these are ever implemented.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stealth Synergy	&amp;quot;&amp;gt;	Stealth Synergy	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	Working closely with an ally, you are able to move like twin shadows.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stealthy	&amp;quot;&amp;gt;	Stealthy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are good at avoiding unwanted attention and slipping out of bonds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Steamroller	&amp;quot;&amp;gt;	Steamroller	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You pick off targets with great precision.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Strength 13 Bull Rush, War Golem Slam, War Golem	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit an opponent with a slam attack as part of a charge, you might also initiate a bull rush as a free action. This does not require you to move into your opponent's square and does not provoke an attack of opportunity. If you successfully push your opponent 15 feet or more, he is also knocked prone.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Steel Soul	&amp;quot;&amp;gt;	Steel Soul	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are especially resistant to magic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	khazad-mornir, khazad-aul	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf 's hardy racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Step Up	&amp;quot;&amp;gt;	Step Up	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can close the distance when a foe tries to move away.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Step Up and Strike	&amp;quot;&amp;gt;	Step Up and Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When a foe tries to move away, you can follow and make an attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Following Step, Step Up, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can usually only take one standard action and one 5-foot step each round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stick Together	&amp;quot;&amp;gt;	Stick Together	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You stick close to your allies in combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an adjacent ally with this feat moves, you can move up to your speed as an immediate action, as long as your movement ends adjacent to that ally. If you do so, you are staggered on your next turn. This movement provokes attacks of opportunity as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Still Spell	&amp;quot;&amp;gt;	Still Spell	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can cast spells without moving.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stone Sense	&amp;quot;&amp;gt;	Stone Sense	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can feel movement in the very earth and stones around you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Stonecunning, Perception 10 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain tremorsense to a range of 10 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stone Singer	&amp;quot;&amp;gt;	Stone Singer	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your songs are in accordance with the ways and lands of your people.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, bardic performance, khazad-aul	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stone-Faced	&amp;quot;&amp;gt;	Stone-Faced	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Rocks show more expression than you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Khazad	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Storm Lashed	&amp;quot;&amp;gt;	Storm Lashed	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Storms do not faze you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Khazid-mornir	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects. (High winds in this case count as any wind strong enough to give you a penalty to perception checks).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Strangler	&amp;quot;&amp;gt;	Strangler	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Throttling the life out of enemies is second nature to you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Strengthened Wings	&amp;quot;&amp;gt;	Strengthened Wings	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Fly in medium and heavier armor	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin, HD 5+, Str 13	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may fly in medium or heavy armor, and with up to a medium load. Your speed is still reduced by encumbrance or total weight. This also improves your glide ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Strike Back	&amp;quot;&amp;gt;	Strike Back	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 11+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Strong Comeback	&amp;quot;&amp;gt;	Strong Comeback	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You learn quickly from past mistakes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the reroll.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stunning Assault	&amp;quot;&amp;gt;	Stunning Assault	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You powerful but imprecise attacks can stun your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +16.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stunning Critical	&amp;quot;&amp;gt;	Stunning Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause opponents to become stunned.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, Staggering Critical, BAB 17+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stunning Fist	&amp;quot;&amp;gt;	Stunning Fist	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You know just where to strike to temporarily stun a foe.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Wis 13, Improved Unarmed Strike, BAB 8+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Stunning Pin	&amp;quot;&amp;gt;	Stunning Pin	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can render a pinned foe temporarily incapacitated.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Grapple, Improved Unarmed Strike, Stunning Fist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sundering Strike	&amp;quot;&amp;gt;	Sundering Strike	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your critical hits can sunder your foes' weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Sunder, Power Attack, BAB 9+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may deal damage to your opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a sunder combat maneuver to sunder an opponent's weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sure Grasp	&amp;quot;&amp;gt;	Sure Grasp	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your quick ref lexes and skill at climbing keep you from falling to your doom.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Climb 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Roll twice while climbing or when making a Ref lex save to avoid falling, and take the higher result.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Surge of Success	&amp;quot;&amp;gt;	Surge of Success	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your success drives your further actions.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Human.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Swap Places	&amp;quot;&amp;gt;	Swap Places	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are skilled at changing places with your ally during a chaotic melee.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Swift Aid	&amp;quot;&amp;gt;	Swift Aid	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a quick but harmless swipe, you can aid an ally's assault.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Aid another is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Sword and Pistol	&amp;quot;&amp;gt;	Sword and Pistol	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You effortlessly pair melee and ranged weaponry.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Making a ranged attack provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Taara's Own	&amp;quot;&amp;gt;	Taara's Own	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Taara has a tight grip on your soul. You likely bear some mark from it, something monstrous.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Mul'niessa	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Taara has a tight grip on your soul, tighter than most. Because of this hold, you receive a +2 versus any death spells and magical drain effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Taleteller's Kin	&amp;quot;&amp;gt;	Taleteller's Kin	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You always seem to know a story or two whenever you travel, likely from a relative or fireside tale.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht, Knowledge (Local) 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +3 to all Knowledge (local) rolls. If you have 10 ranks, this increases to +6. In addition, once a day you may choose to roll Knowledge (local) twice and take the higher of the two rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tandem Trip	&amp;quot;&amp;gt;	Tandem Trip	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You know how to work together to trip your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tantrum	&amp;quot;&amp;gt;	Tantrum	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your crying, sputtering, and even frothing at the mouth makes you so laughably incoherent that opponents are apt to dismiss you as a threat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, rage class feature, gnome.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may use the Bluff skill to feint while raging. The effect of the feint lasts only until the first time you hit the target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Taunt	&amp;quot;&amp;gt;	Taunt	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You may be small, but your remarks cut others down to size.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, Gnome, Gobber, or Lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Team Pickpocketing	&amp;quot;&amp;gt;	Team Pickpocketing	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You distract a mark with friendly conversation while your partner robs the victim blind.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, Sleight of Hand 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Team Up	&amp;quot;&amp;gt;	Team Up	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you are ganging up against an enemy, you can aid an ally with a quick feint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Gang Up, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Aid another is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Teleport Tactician	&amp;quot;&amp;gt;	Teleport Tactician	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are highly alert for enemies using teleportation to approach you or flee from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes, Disruptive, Spellbreaker.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tenacious Survivor	&amp;quot;&amp;gt;	Tenacious Survivor	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your spirit lingers long after any other's would have passed on.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Diehard, Endurance, half-oruch or oruch 	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Territorial Defender	&amp;quot;&amp;gt;	Territorial Defender	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know how to defend your territory.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat reflexes, sith-makar, BAB 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you may set up a defended area. This has two effects. First, it increases your threatened area by 5 feet. At 10 BAB, this is increased to 10 feet. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal. The second effect gives you a +2 to intimidation checks made against creatures who enter this area. This does not stack with Combat Patrol, but otherwise works similarly. 	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Terror of the Wild	&amp;quot;&amp;gt;	Terror of the Wild	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Creatures of the wild see you as a threat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sith-makar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may posture or put on a display of prowess as a full-round action. Make an Intimidate check to demoralize all animals or magical beasts within 30 feet who can see your display.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Terrorizing Display	&amp;quot;&amp;gt;	Terrorizing Display	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your battle prowess frightens friend and foe alike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. Use the same Intimidate check to determine the effects of Dazzling Display and this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Thanatopic Spell	&amp;quot;&amp;gt;	Thanatopic Spell	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your spells can pierce wards against negative energy and even affect undead targets.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Knowledge (religion) 6 ranks, Spell Focus (necromancy).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist. For example, you could cast a thanatopic vampiric touch or enervation spell on a target under the effects of death ward, and the target would suffer the normal effect of the spell. Saving throws and SR (if any) still apply. Undead are susceptible to spells augmented by this feat, as it retunes the negative energy to be harmful to them. A thanatopic spell that would kill a living creature (such as by giving it negative levels equal to its Hit Dice) destroys an undead (though undead such as ghosts, liches, and vampires may reform as normal). Undead affected by thanatopic spells that give negative levels automatically make their saving throws to remove negative levels after 24 hours. A thanatopic spell uses up a spell slot two levels higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Defenses such as death ward negate death effects, negative levels, and energy drain. Undead are immune to these attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Theurgy	&amp;quot;&amp;gt;	Theurgy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can blend the power of arcane and divine magic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy. When casting a divine spell, you may sacrifice an arcane spell slot or arcane prepared spell of that spell's level or higher as a swift action. The caster level for that divine spell increases by +1. When casting an arcane spell, you may sacrifice a divine spell slot or prepared divine spell of the same or higher level as a swift action. Half the damage dealt by the arcane spell becomes holy (if you channel positive energy) or unholy (if you channel negative energy).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Thoughtful Discernment	&amp;quot;&amp;gt;	Thoughtful Discernment	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Thinking back, you discover a lie in what you once thought to be words of truth.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Discern lies class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it was a lie. This acts like the discern lies spell, but instead of affecting a creature, it affects a single statement a creature has made. For example, if the king told you, &amp;quot;My daughter is in the monster's dungeon&amp;quot; before you left to find her, as long as the king said that to you within the past day, you can use this feat to determine whether or not the king deliberately and knowingly lied to you when he made that statement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Threnodic Spell	&amp;quot;&amp;gt;	Threnodic Spell	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can convert mind-affecting magic to necromantic power capable of controlling undead.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Knowledge (religion) 6 ranks, Spell Focus (necromancy).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot two level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Undead are immune to mind-affecting effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Throw Anything	&amp;quot;&amp;gt;	Throw Anything	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are used to throwing things you have on hand.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You take a -4 penalty on attack rolls made with an improvised weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Throw Back Arrows	&amp;quot;&amp;gt;	Throw Back Arrows	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you catch arrows and other ranged ammunition, you can immediately hurl them at your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 17, Deflect Arrows, Improved Unarmed Strike, Snatch Arrows	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;When using the Snatch Arrows feat, you can throw a caught piece of ranged ammunition (such as an arrow, bolt, or sling bullet, but not a firearm bullet) as though it were a thrown weapon with a range increment of 20 feet (even though it isn't your turn). The thrown ammunition deals the normal amount of damage for its type plus your Strength modifier, and you don't take a penalty for throwing a weapon that isn't designed to be thrown. This attack provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
You must have at least one hand free (holding nothing) to use this feat.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Thundering Spell	&amp;quot;&amp;gt;	Thundering Spell	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. A thundering spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inf lict damage do not benefit from this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tiger Claws	&amp;quot;&amp;gt;	Tiger Claws	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can sacrifice multiple attacks to make a single devastating strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tiger Pounce	&amp;quot;&amp;gt;	Tiger Pounce	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tiger Style	&amp;quot;&amp;gt;	Tiger Style	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your unarmed fighting style emulates the strength and ferocity of a tiger.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Unarmed strikes deal bludgeoning damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tiny Pest	&amp;quot;&amp;gt;	Tiny Pest	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You move like a tiny, obnoxious monkey.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Trip, Lucht, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can trip opponents of up to two sizes larger than you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tiring Critical	&amp;quot;&amp;gt;	Tiring Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause opponents to become fatigued.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Touch of Serenity	&amp;quot;&amp;gt;	Touch of Serenity	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With a single touch you can reduce the threat of even the most savage of foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 18, Improved Unarmed Strike, BAB 8+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Toughness	&amp;quot;&amp;gt;	Toughness	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have enhanced physical stamina.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tower Shield Proficiency	&amp;quot;&amp;gt;	Tower Shield Proficiency	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are trained in how to properly use a tower shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Proficiency.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character using a shield with which he is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Toxic Recovery	&amp;quot;&amp;gt;	Toxic Recovery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your system recuperates from the effects of poisons with astonishing speed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Khazad	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Trample	&amp;quot;&amp;gt;	Trample	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	While mounted, you can ride down opponents and trample them under your mount.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ride 1 rank, Mounted Combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Trap Wrecker	&amp;quot;&amp;gt;	Trap Wrecker	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can smash traps instead of disarming them.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Power Attack, Disable Device 1 rank, oruch or half-oruch	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some traps may not be susceptible to this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Trapper's Setup	&amp;quot;&amp;gt;	Trapper's Setup	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have an instinct for waiting until just the right moment to spring a hazard or trap.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Craft (traps) 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Traveler's Burden	&amp;quot;&amp;gt;	Traveler's Burden	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your backpack is probably bigger than you are.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are treated as though benefiting from a continuous Ant Haul spell. This is a supernatural ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Traveler's Step	&amp;quot;&amp;gt;	Traveler's Step	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your feet are light despite the number of miles you travel.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht, HD 3+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When walking within natural settings, you may choose to leave no trail. This otherwise functions as the druid's ability, Trackless Step.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tribal Unity	&amp;quot;&amp;gt;	Tribal Unity	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Am'shere has taught you to survive as a group.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sith-makar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You have faith in your kin, and in your ability to defend yourselves from the outside world. So long as at least one other sith-makar is present, you receive a +2 circumstance bonus to will saves, and a +2 bonus to intimidate checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Trick Riding	&amp;quot;&amp;gt;	Trick Riding	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are not only skilled at controlling a horse in combat; you can make it look like art.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ride 9 ranks, Mounted Combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a -5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Trick Shooter	&amp;quot;&amp;gt;	Trick Shooter	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your uncanny aim allows you to disable your opponents without harming them.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Deadly Aim, base attack bonus +1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on ranged combat maneuvers. When you attempt to perform a ranged combat maneuver, you can refrain from damaging the target at no penalty.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tripping Staff	&amp;quot;&amp;gt;	Tripping Staff	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make a trip attack with your quarterstaff.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You treat quarterstaves as if they had the trip special feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tripping Strike	&amp;quot;&amp;gt;	Tripping Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	The force intrinsic to your critical hits can knock your foes down.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Trip, BAB 9+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a trip combat maneuver to trip an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Tripping Twirl	&amp;quot;&amp;gt;	Tripping Twirl	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can make a trip attack with a quarterstaff on all adjacent enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If you are a magus with the staff magus archetype, you can use spellstrike on any one trip combat maneuver you make with the staff.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Turn Undead	&amp;quot;&amp;gt;	Turn Undead	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel positive energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Twin Thunders	&amp;quot;&amp;gt;	Twin Thunders	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Twin Thunders Flurry	&amp;quot;&amp;gt;	Twin Thunders Flurry	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your dual bludgeoning strikes are especially deadly when you are fighting giants.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your offhand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Twin Thunders Master	&amp;quot;&amp;gt;	Twin Thunders Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With thunderous simultaneous strikes, you can batter a mighty giant into submission.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modif ier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Twitchy	&amp;quot;&amp;gt;	Twitchy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Living around bombs has honed your instincts.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus to Perception and Sense Motive checks, and a +2 bonus to initiative checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Two-handed Thrower	&amp;quot;&amp;gt;	Two-handed Thrower	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use two hands to throw a onehanded or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a twohanded weapon is a full-round action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Two-Weapon Defense	&amp;quot;&amp;gt;	Two-Weapon Defense	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at defending yourself while dual-wielding.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Two-weapon Feint	&amp;quot;&amp;gt;	Two-weapon Feint	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You use one weapon to distract your enemy while slipping another past his defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Two-Weapon Fighting	&amp;quot;&amp;gt;	Two-Weapon Fighting	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Two-Weapon Rend	&amp;quot;&amp;gt;	Two-Weapon Rend	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ultimate Mercy	&amp;quot;&amp;gt;	Ultimate Mercy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	By using lay on hands, you can bring the dead back to life.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 19, Greater Mercy, lay on hands, mercy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ultimate Resolve	&amp;quot;&amp;gt;	Ultimate Resolve	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your aura of resolve does not fall with you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Aura of resolve class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The aura of resolve affects each ally within 1 feet, and ends when you fall unconscious.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Uncanny Alertness	&amp;quot;&amp;gt;	Uncanny Alertness	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your research into arcana and the nature of reality has given you heightened senses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Alertness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Uncanny Concentration	&amp;quot;&amp;gt;	Uncanny Concentration	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Casting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Under and Over	&amp;quot;&amp;gt;	Under and Over	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can slip under a foe trying to grab you, knocking him off balance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Agile Maneuvers, Small size or smaller.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Underfoot	&amp;quot;&amp;gt;	Underfoot	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You slip under and around your larger foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dodge, Mobility, Small size or smaller.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent's threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Unhinged Rage	&amp;quot;&amp;gt;	Unhinged Rage	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You're scary. Even for a gobber.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Rage class feature, Charisma 13+, Gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When raging, you forgo your bonus to Will saves. Instead, you radiate an aura of unhinged menace. All opponents within 30' of you when you initiate your rage must make Will saves (DC 10 + one-half your level of barbarian + your Charisma modifier) or be shaken for the duration of the encounter. While raging, if you drop an opponent below 0 hp, you may force another save.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Unit Tactics	&amp;quot;&amp;gt;	Unit Tactics	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With you as part of the battle, your allies react more quickly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arvek Nar, Knowledge (military) theory 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Even for an arvek nar, you are trained in the arts of organized warfare and the organization and movement of troops across the field is almost innate. You receive a +2 to your initiative. As a nonaction at the beginning of combat, you may shift this bonus to any ally within 30', after initiative is rolled.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Unsanctioned Detection	&amp;quot;&amp;gt;	Unsanctioned Detection	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can focus your ability to detect evil for more practical or mundane purposes	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Detect evil class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the detect evil class ability for the next 24 hours.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Unseat	&amp;quot;&amp;gt;	Unseat	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at unseating your mounted opponents.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Unsettled Tinker	&amp;quot;&amp;gt;	Unsettled Tinker	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Okay, now you're just obsessed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome, Eccentric Tinker, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 to damage rolls for tools of the trade associated with your Obsession. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools -- lutes and brooms make terribly fragile weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Up Shields	&amp;quot;&amp;gt;	Up Shields	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You've trained to work as part of a military shield unit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arvek Nar, proficiency with heavy or tower shield, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using a heavy or tower shield, as a move action the Arvek Nar may provide partial cover to himself and an adjacent ally until the beginning of his next turn (+2 ac, +1 ref saves). This feat does not stack with itself.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Urban Forager	&amp;quot;&amp;gt;	Urban Forager	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Knowledge (local) 1 rank, Survival 1 rank	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may use the Survival skill to forage and track in urban locations using the following table: http://www.d20pfsrd.com/feats/General-feats/urban-forager	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Vermin Heart	&amp;quot;&amp;gt;	Vermin Heart	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have a special bond with things that creep, crawl, skitter, and sting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wild empathy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to inf luence vermin as easily as you inf luence animals.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Versatile Channeler	&amp;quot;&amp;gt;	Versatile Channeler	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can choose to channel positive and negative energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, necromancer or neutrally aligned cleric (see below).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have &amp;quot;channel positive energy&amp;quot; or &amp;quot;channel negative energy&amp;quot; as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Vicious Stomp	&amp;quot;&amp;gt;	Vicious Stomp	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You take advantage of the moment to brutally kick an enemy when he is down.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Vital Strike	&amp;quot;&amp;gt;	Vital Strike	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You make a single attack that deals significantly more damage than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Voice of the Sibyl	&amp;quot;&amp;gt;	Voice of the Sibyl	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your voice is strangely compelling.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 15.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Volley Fire	&amp;quot;&amp;gt;	Volley Fire	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You have trained to work in ranks of archers to rain arrows down upon your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. These allies don't provide cover against your attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	War Golem Slam	&amp;quot;&amp;gt;	War Golem Slam	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You gain a slam attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make a slam attack for 1d6 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the slam is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	War Singer	&amp;quot;&amp;gt;	War Singer	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, bardic performance class feature, oruch, half-oruch	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the orc subtype, regardless of where the performance occurs.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Warden of the Woods	&amp;quot;&amp;gt;	Warden of the Woods	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You protect the wild against what is unnatural.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Llyranesi, sylvanori, spellcaster level 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When facing an abberation, that abberation suffers a -2 penalty to saves versus your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Warning Shot	&amp;quot;&amp;gt;	Warning Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	An intentional near-miss demonstrates your frightening skill at range.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot, Precise Shot, Weapon Focus, proficiency with the selected weapon	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can make a ranged touch attack using a ranged weapon with which you have Weapon Focus. If successful, instead of dealing damage or applying any other effects of the attack, you may attempt an Intimidate check to demoralize the target as a free action. The target doesn't need to be within 30 feet, nor does it need to be able to see or hear you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Warrior Priest	&amp;quot;&amp;gt;	Warrior Priest	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your religion is both a shield and a weapon in battle.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to cast divine spells, domain or mystery class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Wave Strike	&amp;quot;&amp;gt;	Wave Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You present a serene facade until you unsheathe your weapon and strike in one fluid motion.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon expertise class feature or Quick Draw, Bluff 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check to feint against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Weapon Finesse	&amp;quot;&amp;gt;	Weapon Finesse	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are trained in using your agility in melee combat, as opposed to brute strength.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Natural weapons are considered light weapons.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Weapon Focus	&amp;quot;&amp;gt;	Weapon Focus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficiency with selected weapon, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on all attack rolls you make using the selected weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Weapon Specialization	&amp;quot;&amp;gt;	Weapon Specialization	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on all damage rolls you make using the selected weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Weathered Warrior	&amp;quot;&amp;gt;	Weathered Warrior	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have a steady hand in any weather.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Endurance	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	In areas of strong or severe wind or when affected by wind effects or spells that penalize ranged attacks, you take only half the ranged attack penalty. You can make ranged attacks in windstorm-level winds at a –4 penalty.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Strong and severe winds impose –2 and –4 penalties on ranged attack rolls, respectively. Making ranged attacks in windstorms is impossible.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Well-Prepared	&amp;quot;&amp;gt;	Well-Prepared	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Somehow, you always seem to have the right tools or supplies close at hand.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht, Gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to &amp;quot;happen&amp;quot; to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specif ic items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benef its of this feat until you have at least a day to resupply and &amp;quot;acquire&amp;quot; new items. You must pay for these items normally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Whip Mastery	&amp;quot;&amp;gt;	Whip Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus (whip), base attack bonus +2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Whirlwind Attack	&amp;quot;&amp;gt;	Whirlwind Attack	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike out at every foe within reach.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Widen Spell	&amp;quot;&amp;gt;	Widen Spell	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can cast your spells so that they occupy a larger space.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Wild Speech	&amp;quot;&amp;gt;	Wild Speech	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You speak with the tongue of men and beasts.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Druid level 6th, wild shape class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Wind Stance	&amp;quot;&amp;gt;	Wind Stance	&amp;lt;/span&amp;gt;''' 	(	Monster	)&amp;lt;br /&amp;gt;	Your erratic movements make it difficult for enemies to pinpoint your location.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Dodge, BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Wingover	&amp;quot;&amp;gt;	Wingover	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	This creature can make turns with ease while flying.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin HD 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 2 Fly skill check and expending 1 feet of movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Witch Knife	&amp;quot;&amp;gt;	Witch Knife	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You empower your witch spells by incorporating the use of a special ceremonial knife during your castings.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Witch class.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Word of Healing	&amp;quot;&amp;gt;	Word of Healing	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Using the same divine energy as your lay on hands ability, you can heal others at a distance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benef its of your mercies as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|FeatsDescriptionJZ]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:FeatsDescriptionAD&amp;diff=32888</id>
		<title>Template:FeatsDescriptionAD</title>
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		<updated>2020-02-12T02:41:51Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Abyssal Mask	&amp;quot;&amp;gt;	Abyssal Mask	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Call upon the Abyss to strike terror into the hearts of foes	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Prereq:'' &amp;lt;/span&amp;gt; 	Mul'niessa, Intimidate 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Benefit:'' &amp;lt;/span&amp;gt; 	You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Accursed Critical	&amp;quot;&amp;gt;	Accursed Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your spells carry an embedded curse that manifests when they strike true.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, ability to cast bestow curse or major curse, caster level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Acrobatic	&amp;quot;&amp;gt;	Acrobatic	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at leaping, jumping, and flying.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Acrobatic Steps	&amp;quot;&amp;gt;	Acrobatic Steps	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can easily move over and through obstacles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Nimble Moves.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Adept Champion	&amp;quot;&amp;gt;	Adept Champion	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Smite evil class feature, base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Advanced Weapon Training	&amp;quot;&amp;gt;	Advanced Weapon Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are specially trained to use your weapon skills in new ways.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Fighter level 5th, weapon training class feature	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	&amp;quot;Fighters that have the weapon master archetype can select this feat beginning at 4th level. The benefits of a weapon master's advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can't select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn't count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.&lt;br /&gt;
&lt;br /&gt;
Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats. Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. This feat can be taken more than once, but at most once per 5 fighter levels. &amp;quot;	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Agile Maneuvers	&amp;quot;&amp;gt;	Agile Maneuvers	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You've learned to use your quickness in place of brute force when performing combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Alertness	&amp;quot;&amp;gt;	Alertness	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You often notice things that others might miss.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Alignment Channel	&amp;quot;&amp;gt;	Alignment Channel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to channel energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:'''	Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Allied Spellcaster	&amp;quot;&amp;gt;	Allied Spellcaster	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all leveldependent variables, such as duration, range, and effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Angoron's Defender	&amp;quot;&amp;gt;	Angoron's Defender	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Angoron is known as the god of strength and as a protector of those around him. You strive to embody these characteristics.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, Intimidate 5	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an intimidate check to demoralize the opponent as an immediate action. This counts as an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Animal Affinity	&amp;quot;&amp;gt;	Animal Affinity	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at working with animals and mounts.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Apex Predator	&amp;quot;&amp;gt;	Apex Predator	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Call upon the blood of dragons to inspire fear in the natural world	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sith-makar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are a predator among predators. You may attempt to influence animals or magical beasts as per a ranger's wild empathy, but use your strength bonus instead of Wisdom. Additionally, nonmagical beasts of equal or lower HD start out as indifferent to you and will tend to avoid contact if given the choice.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Aquatic Combatant	&amp;quot;&amp;gt;	Aquatic Combatant	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are trained to fight in the water.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Swim 1 rank	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on Swim checks and don’t take penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When underwater, most melee attacks take a –2 penalty and deal only half damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Aquatic Spell	&amp;quot;&amp;gt;	Aquatic Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can cast your spells under or into water.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the fire descriptor. In addition, the spell can be cast from the surface into water and still be effective. An aquatic spell uses up a spell slot 1 level higher than the spell’s actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arc Slinger	&amp;quot;&amp;gt;	Arc Slinger	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can twirl your sling in a way that maximizes its effectiveness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot, proficient with sling or halfling sling staff.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Armor Mastery	&amp;quot;&amp;gt;	Arcane Armor Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have mastered the ability to cast spells while wearing armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane Armor Training, Medium Armor Proficiency, caster level 7th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Armor Training	&amp;quot;&amp;gt;	Arcane Armor Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned how to cast spells while wearing armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Light Armor Proficiency, caster level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Blast	&amp;quot;&amp;gt;	Arcane Blast	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can convert any spell into an attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane spellcaster, caster level 10th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane School Spirit	&amp;quot;&amp;gt;	Arcane School Spirit	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can talk up the power of your own school of magic to such an extent that creatures find it more difficult to resist your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, arcane school class feature, gnome.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check opposed by a target's Sense Motive check; if you win the check, the target takes a -2 penalty on saving throws made to resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target takes only a -1 penalty on its saving throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Shield	&amp;quot;&amp;gt;	Arcane Shield	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can convert any spell into a defense.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane spellcaster, caster level 10th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a def lection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Strike	&amp;quot;&amp;gt;	Arcane Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You draw upon your arcane power to enhance your weapons with magical energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to cast arcane spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Armored Athlete	&amp;quot;&amp;gt;	Armored Athlete	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have experience using a skill when armored.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Light armor proficiency, medium armor proficiency, 3 ranks in any Dexterity- or Strength-based skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one Dexterity- or Strength-based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check for wearing light or medium armor is reduced by 3 (to a minimum of 0). If you have 10 or more ranks in the skill, the penalty is instead reduced by 6 (to a minimum of 0). If you have armor training 2 and are proficient with heavy armor, this benefit also applies to armor check penalties for wearing heavy armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Each time you take the feat, it applies to a new skill.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Artful Dodge	&amp;quot;&amp;gt;	Artful Dodge	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are practiced at avoiding attacks when outnumbered.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge. You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite. (You may need to speak with staff about a feat override, as this may not always be coded.)	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Artifice Defences	&amp;quot;&amp;gt;	Artifice Defences	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know how to use your understanding of constructs to turn it into a weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem, BAB2	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are able to use your knowledge of constructs against others of your kind. If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Aspect of the Beast	&amp;quot;&amp;gt;	Aspect of the Beast	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Whether by magic or a curse of your blood, some part of you is more beast than man.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wild shape class feature, ranger natural weapons combat style	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it. Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet. Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Athletic	&amp;quot;&amp;gt;	Athletic	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You possess inherent physical prowess.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Athletically Talented	&amp;quot;&amp;gt;	Athletically Talented	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are naturally talented when it comes to athletics.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, Str 13	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	At the level this feat is taken, the character gains a number of bonus skill points equal to two times his unmodified Strength bonus. These skill points may only be spent on skills that are based on Strength. Also, you may choose to immediately reallocate previous skill points spend in these skills to a different skill. Once done, this may not be changed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Attuned to the Wild	&amp;quot;&amp;gt;	Attuned to the Wild	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You share a strong mystic connection with one type of wilderness terrain.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Llyranesi, Sylvanori	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Augment Summoning	&amp;quot;&amp;gt;	Augment Summoning	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your summoned creatures are more powerful and robust.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spell Focus (conjuration).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Awaken the Giant	&amp;quot;&amp;gt;	Awaken the Giant	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You possess a stronger tie to a specific giant lineage	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you select this feat, choose a specific heritage: Cloud (Electricity), Fire (Fire), Frost (Cold), Stone (Acid), Hill (Acid), Storm (Electricity). You gain resistance 5 to the related element. Once chosen, this may not be changed. This may be taken once.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Back to Back	&amp;quot;&amp;gt;	Back to Back	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	Your ally's eyes are your own, and yours are his.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Perception 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bashing Finish	&amp;quot;&amp;gt;	Bashing Finish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You follow a powerful blow from your weapon with an opportunistic bash from your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bewildering Koan	&amp;quot;&amp;gt;	Bewildering Koan	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can pose unanswerable questions that leave creatures momentarily dumbfounded as they dwell on their significance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, ki pool class feature, gnome.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Binding Throw	&amp;quot;&amp;gt;	Binding Throw	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike your enemy and use the blow as an opportunity to grab and hold him.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The grapple combat maneuver is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk can gain Binding Throw as a bonus feat starting at 14th level.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bleeding Critical	&amp;quot;&amp;gt;	Bleeding Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause opponents to bleed profusely.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blighted Critical	&amp;quot;&amp;gt;	Blighted Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blighted Critical	&amp;quot;&amp;gt;	Blighted Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blighted Critical Mastery	&amp;quot;&amp;gt;	Blighted Critical Mastery	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You control the type of spellblight your critical hits give your opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Blighted Critical, caster level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blind-Fight	&amp;quot;&amp;gt;	Blind-Fight	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at attacking opponents that you cannot clearly perceive.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Blind-Fight feat is of no use against a character who is the subject of a blink spell.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blinding Critical	&amp;quot;&amp;gt;	Blinding Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits blind your opponents.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +15.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blood of the Dark Fae	&amp;quot;&amp;gt;	Blood of the Dark Fae	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Force your body to heal, by calling upon the dark power of chaotic ancestors	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Oruch, 13 Con, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you heal 1d8 points of damage + your Constitution modifier. For every four levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. After calling on this ability, you become temporarily disoriented, and make will saves at -1 until after your next turn. This may only be used once per day, and the penalty to your save stacks with other sources.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blood Vengeance	&amp;quot;&amp;gt;	Blood Vengeance	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Seeing an ally fall in combat fills you with a murderous fury.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Half-oruch or oruch, nonlawful	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian's rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blood-Fettered	&amp;quot;&amp;gt;	Blood-Fettered	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	At one time, you infused a vampire's blood.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arvek Nar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your Regimented Mind bonus increases to +4. However, you do not receive your Regimented Mind bonus versus vampires, and are at a -2 to any Will saves versus their effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bloody Assault	&amp;quot;&amp;gt;	Bloody Assault	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bludgeoner	&amp;quot;&amp;gt;	Bludgeoner	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can knock foes out cold with just about any blunt instrument.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You take a -4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blundering Defense	&amp;quot;&amp;gt;	Blundering Defense	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cautious Fighter, lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boar Ferocity	&amp;quot;&amp;gt;	Boar Ferocity	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your flesh-ripping unarmed strikes terrify your victims.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's f lesh, you can spend a free action to make an Intimidate check to demoralize that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boar Shred	&amp;quot;&amp;gt;	Boar Shred	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boar Style	&amp;quot;&amp;gt;	Boar Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your sharp teeth and nails rip your foes open.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Intimidate 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra damage with the attack	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Body Shield	&amp;quot;&amp;gt;	Body Shield	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a sly maneuver, you force a grappled opponent into the path of an incoming attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bodyguard	&amp;quot;&amp;gt;	Bodyguard	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your swift strikes ward off enemies attacking nearby allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Aid another is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bolstered Resilience	&amp;quot;&amp;gt;	Bolstered Resilience	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can dramatically increase your damage reduction in exchange for its temporary loss.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Damage reduction.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bonebreaker	&amp;quot;&amp;gt;	Bonebreaker	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boon Companion	&amp;quot;&amp;gt;	Boon Companion	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your bond with your animal companion or familiar is unusually close.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Animal companion or familiar class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Branded for Retribution	&amp;quot;&amp;gt;	Branded for Retribution	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Breadth of Experience	&amp;quot;&amp;gt;	Breadth of Experience	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Although still young for your kind, you have a lifetime of knowledge and training.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	100+ years old	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Note:'' &amp;lt;/span&amp;gt; 		This can be taken as a Level 6 Racial Feat so long as the character's race fits the criteria. Such as: Khazad, Sith'Makar, or Sil.&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Break Guard	&amp;quot;&amp;gt;	Break Guard	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can use one of your two weapons to occupy your opponent's defenses while attacking with the other.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Brew Potion	&amp;quot;&amp;gt;	Brew Potion	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic potions.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Broken Wing Gambit	&amp;quot;&amp;gt;	Broken Wing Gambit	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You feign weakness, making yourself a tempting and distracting target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bull Rush Strike	&amp;quot;&amp;gt;	Bull Rush Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits can push back your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Bull Rush, Power Attack, BAB 9+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a bull rush combat maneuver to bull rush an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bullying Blow	&amp;quot;&amp;gt;	Bullying Blow	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a simple hit, you more easily intimidate an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Intimidate 1 rank, oruch	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you may make a melee attack with a -2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Intimidating an opponent is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Burn! Burn! Burn!	&amp;quot;&amp;gt;	Burn! Burn! Burn!	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You take the goblin love of arson and fire play to a whole new level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Disable Device 1 rank, gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Ref lex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Burning Spell	&amp;quot;&amp;gt;	Burning Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 x the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cartwheel Dodge	&amp;quot;&amp;gt;	Cartwheel Dodge	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You use your knack for avoiding damage to reposition yourself in combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Evasion class feature, improved evasion class feature, acrobatics 12 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Casual Illusionist	&amp;quot;&amp;gt;	Casual Illusionist	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome, gnome magic racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	This feat counts as the Deceitful feat for the purposes of all prerequisites.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Catch Off-Guard	&amp;quot;&amp;gt;	Catch Off-Guard	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Foes are surprised by your skilled use of unorthodox and improvised weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You take a -4 penalty on attack rolls made with an improvised weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cautious Fighter	&amp;quot;&amp;gt;	Cautious Fighter	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You care more about survival than victory.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When fighting defensively or using total defense, your dodge bonus to AC increases by 2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cavalry Formation	&amp;quot;&amp;gt;	Cavalry Formation	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Mounted Combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channel Smite	&amp;quot;&amp;gt;	Channel Smite	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can channel your divine energy through a melee weapon you wield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channeled Revival	&amp;quot;&amp;gt;	Channeled Revival	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can expend a large portion of your channeling power to reverse death itself.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy 6d6 (positive energy).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channeled Shield Wall	&amp;quot;&amp;gt;	Channeled Shield Wall	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You draw on your channel energy to enhance the protective ability of your shield and those of adjacent allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy, 3d6 prof iciency with a shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channeling Scourge	&amp;quot;&amp;gt;	Channeling Scourge	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, inquisitor level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Charge Through	&amp;quot;&amp;gt;	Charge Through	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can overrun enemies when charging.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Overrun, Power Attack, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must have a clear path toward the target of your charge.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Charging Hurler	&amp;quot;&amp;gt;	Charging Hurler	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You know how to use your momentum to enhance your thrown weapon attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Child of the Skies	&amp;quot;&amp;gt;	Child of the Skies	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The presence of open skies soothes and heals you	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While beneath an open sky, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Chokehold	&amp;quot;&amp;gt;	Chokehold	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	While grappling, you can cut off an opponent's air and blood supply.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cleansed by Shame	&amp;quot;&amp;gt;	Cleansed by Shame	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	At some point in your past, you did something. Something bad enough that you were shamed, for a time. However, unlike others, you came out stronger, smarter, with a greater understanding of self.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus versus compulsion effects, due to the increased strength of your inner will. 	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cleave	&amp;quot;&amp;gt;	Cleave	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike two adjacent foes with a single swing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cleaving Finish	&amp;quot;&amp;gt;	Cleaving Finish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you strike down an opponent, you can continue your swing into another target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Cleave, Power Attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Clinging Climber	&amp;quot;&amp;gt;	Clinging Climber	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Using leverage and pure brawn, you can cling to a cliff, rope, or ladder with your legs to free both of your hands.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Climb 3 ranks	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check (DC = the DC to climb the surface as a move action). If successful, you can make attacks with a two-handed ranged weapon and reload ranged weapons until you resume climbing. The GM may rule that this feat doesn't work on certain climbing surfaces.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Close-Quarters Thrower	&amp;quot;&amp;gt;	Close-Quarters Thrower	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are agile enough to avoid melee attacks while throwing weapons or bombs.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Weapon Focus with selected thrown weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Making a ranged attack provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cloud Step	&amp;quot;&amp;gt;	Cloud Step	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your tread is of unearthly lightness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spider Step, monk level 12th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface by the end of your turn or you will fall.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cockatrice Strike	&amp;quot;&amp;gt;	Cockatrice Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a single strike, you transmute flesh to stone.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +14.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cold Iron Guts	&amp;quot;&amp;gt;	Cold Iron Guts	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your guts are crafted from ancient khazadi mines.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your natural weapons are treated as cold iron for the purposes of damage reduction. In addition, the iron running through your system toughens you, granting you a +1 bonus to fort saves against spells and spell-like abilities.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Advice	&amp;quot;&amp;gt;	Combat Advice	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your succinct words can aid an ally even in the heat of battle.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Casting	&amp;quot;&amp;gt;	Combat Casting	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are adept at spellcasting when threatened or distracted.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Distraction	&amp;quot;&amp;gt;	Combat Distraction	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Anyone who attacks you while you act like a lunatic exposes themselves to brutal counterattacks from your allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Goblin, Acrobatics 1 rank, Escape Artist 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creature's misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull.Although you're acting like a lunatic, your unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a -2 penalty on Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This penalty stacks with other goblins performing combat distractions, as long as you're both adjacent to the distracted target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Expertise	&amp;quot;&amp;gt;	Combat Expertise	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can increase your defense at the expense of your accuracy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Medic	&amp;quot;&amp;gt;	Combat Medic	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Heal 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Patrol	&amp;quot;&amp;gt;	Combat Patrol	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You range across the battlefield, dealing with threats wherever they arise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes, Mobility, base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Reflexes	&amp;quot;&amp;gt;	Combat Reflexes	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make additional attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Style Master	&amp;quot;&amp;gt;	Combat Style Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You shift between combat styles, combining them to increased effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	It takes a swift action to begin or switch your styles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Command Undead	&amp;quot;&amp;gt;	Command Undead	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Using foul powers of necromancy, you can command undead creatures, making them into your servants.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel negative energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conf lict.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Concentrated Splash	&amp;quot;&amp;gt;	Concentrated Splash	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can limit the splatter of your splash weapons to increase damage against your target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Precise Shot or Throw Anything	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;When you deal a direct hit to a creature with a splash weapon that normally also deals splash damage, you can choose to forgo dealing splash damage. If you do, the damage dealt to the target of the direct hit increases by 50%. This damage is multiplied on a critical hit.&lt;br /&gt;
&lt;br /&gt;
This feat cannot be used with a death ray.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Concussive Spell	&amp;quot;&amp;gt;	Concussive Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Contingent Channeling	&amp;quot;&amp;gt;	Contingent Channeling	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can imbue others with your healing energy so that they can use it at the moment of greatest need.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, Selective Channeling.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Coordinated Charge	&amp;quot;&amp;gt;	Coordinated Charge	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are an expert at leading your allies into the fray.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	You have at least two other teamwork feats, base attack bonus +10.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Coordinated Defense	&amp;quot;&amp;gt;	Coordinated Defense	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Coordinated Maneuvers	&amp;quot;&amp;gt;	Coordinated Maneuvers	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are skilled at working with your allies to perform dangerous combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cosmopolitan	&amp;quot;&amp;gt;	Cosmopolitan	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Covering Defense	&amp;quot;&amp;gt;	Covering Defense	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at protecting yourself and your allies with your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Focus, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Ref lex saves.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Covering Fire	&amp;quot;&amp;gt;	Covering Fire	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You distract your enemies with ranged attacks to protect your allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack.&lt;br /&gt;
&lt;br /&gt;
If the attack is successful, that ally gains a +2 bonus to AC against that opponent's next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Magic Arms and Armor	&amp;quot;&amp;gt;	Craft Magic Arms and Armor	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic armor, shields, and weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken or destroyed magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Rod	&amp;quot;&amp;gt;	Craft Rod	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic rods.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Staff	&amp;quot;&amp;gt;	Craft Staff	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic staves.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Chapter 15 for more information.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Wand	&amp;quot;&amp;gt;	Craft Wand	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic wands.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Chapter 15 for more information.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Wondrous Item	&amp;quot;&amp;gt;	Craft Wondrous Item	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create wondrous items, a type of magic item.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken or destroyed wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crane Riposte	&amp;quot;&amp;gt;	Crane Riposte	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You use your defensive abilities to make overpowering counterattacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You take only a -1 penalty on attack rolls for fighting defensively. Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crane Style	&amp;quot;&amp;gt;	Crane Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your unarmed fighting techniques blend poise with graceful defense.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You take only a -2 penalty on attack rolls for f ighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crane Wing	&amp;quot;&amp;gt;	Crane Wing	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When fighting  defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so def lected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Create Sanguine Elixir	&amp;quot;&amp;gt;	Create Sanguine Elixir	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can condense a fraction of your bloodline's power into a powerful elixir.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item with your caster level. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crippling Critical	&amp;quot;&amp;gt;	Crippling Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are able to maim a target and hinder its movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Critical Focus	&amp;quot;&amp;gt;	Critical Focus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are trained in the art of causing pain.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Critical Mastery	&amp;quot;&amp;gt;	Critical Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause two additional effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, any two critical feats, 14th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crossbow Mastery	&amp;quot;&amp;gt;	Crossbow Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crusader's Fist	&amp;quot;&amp;gt;	Crusader's Fist	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You pour divine energy into the enemy you strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crusader's Flurry	&amp;quot;&amp;gt;	Crusader's Flurry	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You learned to use your deity's favored weapon as part of your martial arts form.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use your deity's favored weapon as if it were a monk weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crushing Blow	&amp;quot;&amp;gt;	Crushing Blow	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your focus allows you to smash your enemy's defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Stunning Fist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cudgeler Style	&amp;quot;&amp;gt;	Cudgeler Style	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You have learned to rush your foe and deliver a devastating blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bludgeoner	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cudgeler Sweep	&amp;quot;&amp;gt;	Cudgeler Sweep	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	Your powerful blows knock down opponents.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bludgeoner, Cudgeler Style, BAB 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit with a charge attack using the Cudgeler Style feat, you can immediately attempt a single trip combat maneuver check against the target with a +2 competence bonus as a free action. This provokes an attack of opportunity as normal for a trip combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cudgeler Takedown	&amp;quot;&amp;gt;	Cudgeler Takedown	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	Opponents you batter to the ground stay down.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bludgeoner, Cudgeler Style, Cudgeler Sweep, BAB 9+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit with a charge attack using the Cudgeler Style feat, your weapon deals damage as though it were one size category larger for 1 round or until it leaves your hand. When you successfully trip an opponent with the Cudgeler Sweep feat, your opponent must succeed at a Fortitude save (DC = 10 + your character level + your Strength modifier) or be stunned for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dark Sight	&amp;quot;&amp;gt;	Dark Sight	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With further modification, your eyes can pierce the gloom of even magical darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Mul'niessa, 6 HD+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dauntless Destiny	&amp;quot;&amp;gt;	Dauntless Destiny	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your ability to avert disaster is impressive.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dazing Assault	&amp;quot;&amp;gt;	Dazing Assault	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can daze foes with wild attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dazzling Display	&amp;quot;&amp;gt;	Dazzling Display	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your skill with your favored weapon can frighten enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus, proficiency with the selected weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deadly Aim	&amp;quot;&amp;gt;	Deadly Aim	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deadly Grappler	&amp;quot;&amp;gt;	Deadly Grappler	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you're grappled, you become even more dangerous.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13+, Improved Grapple, Improved Unarmed Strike	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You have learned to leverage a grappling creature’s weight against it. While you’re grappled, attacks you make against the grappler using armor spikes, a light or one-handed weapon, a natural weapon, or an unarmed strike deal damage as if the strike or weapon were one size category larger than it actually is.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deadly Stroke	&amp;quot;&amp;gt;	Deadly Stroke	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a well-placed strike, you can bring a swift and painful end to most foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deafening Critical	&amp;quot;&amp;gt;	Deafening Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause enemies to lose their hearing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Death or Glory	&amp;quot;&amp;gt;	Death or Glory	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deathless Initiate	&amp;quot;&amp;gt;	Deathless Initiate	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	For you, impending death is a call to wrath.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deathless Master	&amp;quot;&amp;gt;	Deathless Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deathless Zealot	&amp;quot;&amp;gt;	Deathless Zealot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Only the most serious wounds can stop you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deceitful	&amp;quot;&amp;gt;	Deceitful	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at deceiving others, both with the spoken word and with physical disguises.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deepsight	&amp;quot;&amp;gt;	Deepsight	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your senses are especially keen in the utter darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Darkvision 60 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your darkvision has a range of 120 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Darkvision normally extends 6 or 9 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Defensive Combat Training	&amp;quot;&amp;gt;	Defensive Combat Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You excel at defending yourself from all manner of combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Defensive Weapon Training	&amp;quot;&amp;gt;	Defensive Weapon Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You know how to defend yourself against a certain class of weaponry.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deflect Arrows	&amp;quot;&amp;gt;	Deflect Arrows	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can knock arrows and other projectiles off course, preventing them from hitting you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to def lect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be def lected.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deft Hands	&amp;quot;&amp;gt;	Deft Hands	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have exceptional manual dexterity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Demoralizing Lash	&amp;quot;&amp;gt;	Demoralizing Lash	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You cow your enemies with the lash of a whip.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 1+, Intimidate 1 rank, arvek nar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deny Death	&amp;quot;&amp;gt;	Deny Death	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your ki is so strong that it can deny death.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ki pool, Endurance	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Desperate Swing	&amp;quot;&amp;gt;	Desperate Swing	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You land your most telling blows in desperate situations.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cautious Fighter, base attack bonus +1, Lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, you can make a single melee attack while taking the total defense action. You take a -4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Destroyer's Blessing	&amp;quot;&amp;gt;	Destroyer's Blessing	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Breaking things adds to your power.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Oruch, half-oruch, rage class feature	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are raging and you succeed at a sunder attempt, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Destructive Dispel	&amp;quot;&amp;gt;	Destructive Dispel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to cast dispel magic or greater dispel magic, caster level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Devastating Strike	&amp;quot;&amp;gt;	Devastating Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Vital Strike, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Diehard	&amp;quot;&amp;gt;	Diehard	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Endurance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character without this feat who is reduced to negative hit points is unconscious and dying.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Agility	&amp;quot;&amp;gt;	Dimensional Agility	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Teleportation does not faze you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Assault	&amp;quot;&amp;gt;	Dimensional Assault	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have been trained to use magical movement as part of your combat tactics.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Dervish	&amp;quot;&amp;gt;	Dimensional Dervish	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You teleport with a mere thought, savaging your opponents as you flash in and out of reality.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Dervish	&amp;quot;&amp;gt;	Dimensional Dervish	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You teleport with a mere thought, savaging your opponents as you flash in and out of reality.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Maneuvers	&amp;quot;&amp;gt;	Dimensional Maneuvers	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your rapid teleportation makes your combat maneuvers more difficult to avoid.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Savant	&amp;quot;&amp;gt;	Dimensional Savant	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Directed Disarm	&amp;quot;&amp;gt;	Directed Disarm	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	A weapon you pull from one enemy's grip flies toward another enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Greater Disarm, Improved Disarm, base attack bonus +11	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you successfully use a combat maneuver to disarm an opponent, the disarmed weapon lands up to 15 feet away from its wielder, in the direction you choose. Alternatively, you can make a ranged attack as an immediate action with the disarmed weapon against another opponent, as long as the disarmed weapon is a light or one-handed weapon. If the weapon is not a thrown weapon, you take a –4 penalty on the attack roll. You take a –4 penalty on your attack roll if you do not have a free hand.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disarming Strike	&amp;quot;&amp;gt;	Disarming Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits can disarm your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a disarm combat maneuver to disarm an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Discordant Voice	&amp;quot;&amp;gt;	Discordant Voice	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bardic performance class feature, Perform (oratory or sing) 10 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disengaging Feint	&amp;quot;&amp;gt;	Disengaging Feint	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can feint to disengage from combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Feint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disengaging Flourish	&amp;quot;&amp;gt;	Disengaging Flourish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Distracting your opponents gives you the opportunity to make a swift retreat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Disengaging Feint, Improved Feint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disengaging Shot	&amp;quot;&amp;gt;	Disengaging Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You make one last attack before beating a hasty retreat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disorienting Maneuver	&amp;quot;&amp;gt;	Disorienting Maneuver	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your erratic movements disorient your opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dodge, Acrobatics 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dispel Synergy	&amp;quot;&amp;gt;	Dispel Synergy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spellcraft 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws against your spells until the end of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dispelling Critical	&amp;quot;&amp;gt;	Dispelling Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your blows attack the physical and arcane forms of your enemies at the same time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane Strike, base attack bonus +11, ability to cast dispel magic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic to make a targeted dispel against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dispelling Fist	&amp;quot;&amp;gt;	Dispelling Fist	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as a targeted dispel against the opponent you hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disrupting Shot	&amp;quot;&amp;gt;	Disrupting Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a well-placed shot, you make it harder for a nearby opponent to cast spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Point-Blank Shot, fighter level 6th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disruptive	&amp;quot;&amp;gt;	Disruptive	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your training makes it difficult for enemy spellcasters to safely cast spells near you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	6th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disruptive Spell	&amp;quot;&amp;gt;	Disruptive Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	Your magical energies cling to enemies, interfering with their spellcasting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Distance Thrower	&amp;quot;&amp;gt;	Distance Thrower	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are accurate with thrown weapons at longer ranges than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Divine Interference	&amp;quot;&amp;gt;	Divine Interference	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can convert a spell to interfere with an enemy's attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Divine spellcaster, caster level 10th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Diviner's Delving	&amp;quot;&amp;gt;	Diviner's Delving	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spell Focus (divination).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Djinni Spin	&amp;quot;&amp;gt;	Djinni Spin	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Djinni Spirit	&amp;quot;&amp;gt;	Djinni Spirit	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Djinni Style	&amp;quot;&amp;gt;	Djinni Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your hands sheathed in an auras of lightning, you move like the wind.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dodge	&amp;quot;&amp;gt;	Dodge	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your training and ref lexes allow you to react swiftly to avoid an opponents' attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Domain Strike	&amp;quot;&amp;gt;	Domain Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You unleash a domain power upon your enemy as part of your unarmed strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Domain class feature, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Double Bane	&amp;quot;&amp;gt;	Double Bane	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You extend your bane effect to two weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane class feature to two weapons, you expend 2 rounds of that feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Double Slice	&amp;quot;&amp;gt;	Double Slice	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your off-hand weapon while dual-wielding strikes with greater power.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add your Strength bonus to damage rolls made with your off-hand weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Draconic Breath	&amp;quot;&amp;gt;	Draconic Breath	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You possess draconic defenses and a draconic breath weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sith-makar, 3HD+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a draconic breathweapon based on the energy resistance you chose at level 1. This breathweapon does 1d6 damage per 3 hit dice, and may be used up to a number times per day equal to your constitution modifier (min 1). This is a standard action that does not provoke attacks of opportunity. The breathweapon is a line or cone as appropriate (reference the sorcerer draconic bloodline).	The save DC for this ability is 10+ 1/2 HD + Con Mod (but see Special).&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Sith-makar sorcerers with the Draconic bloodline can use their Charisma modifier instead of their Constitution to determine the number of times per day they can use this breath weapon and the DC of this breath weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Drag Down	&amp;quot;&amp;gt;	Drag Down	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you are knocked prone, you are skilled at bringing your opponent down with you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Trip.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragon Ferocity	&amp;quot;&amp;gt;	Dragon Ferocity	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You attack with the strength of a dragon, your telling blows striking fear into your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112).	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragon Roar	&amp;quot;&amp;gt;	Dragon Roar	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	The spirit of the dragon wells up inside you and bursts forth in a mighty roar.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragon Style	&amp;quot;&amp;gt;	Dragon Style	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragonbane Aura	&amp;quot;&amp;gt;	Dragonbane Aura	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Those within your dragonbane aura gain the same protection that you do.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Aura of courage class feature, caster level 8th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage's bonus against fear effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The aura of courage is a 10-foot-radius emanation, and grants a +4 morale bonus on fear effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dramatic Display	&amp;quot;&amp;gt;	Dramatic Display	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your skill with your weapon is obvious to enemies and onlookers alike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dazzling Display.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dreadful Carnage	&amp;quot;&amp;gt;	Dreadful Carnage	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Slaying an enemy demoralizes your other nearby foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Power Attack, Furious Focus, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Duck and Cover	&amp;quot;&amp;gt;	Duck and Cover	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	Your allies assist you in avoiding certain attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Ref lex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|FeatsDescriptionAD]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:FeatsDescriptionAD&amp;diff=32887</id>
		<title>Template:FeatsDescriptionAD</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:FeatsDescriptionAD&amp;diff=32887"/>
		<updated>2020-02-12T02:39:58Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Abyssal Mask	&amp;quot;&amp;gt;	Abyssal Mask	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Call upon the Abyss to strike terror into the hearts of foes	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Prereq:'' &amp;lt;/span&amp;gt; 	Mul'niessa, Intimidate 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Benefit:'' &amp;lt;/span&amp;gt; 	You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Accursed Critical	&amp;quot;&amp;gt;	Accursed Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your spells carry an embedded curse that manifests when they strike true.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, ability to cast bestow curse or major curse, caster level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Acrobatic	&amp;quot;&amp;gt;	Acrobatic	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at leaping, jumping, and flying.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Acrobatic Steps	&amp;quot;&amp;gt;	Acrobatic Steps	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can easily move over and through obstacles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Nimble Moves.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Adept Champion	&amp;quot;&amp;gt;	Adept Champion	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Smite evil class feature, base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Advanced Weapon Training	&amp;quot;&amp;gt;	Advanced Weapon Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are specially trained to use your weapon skills in new ways.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Fighter level 5th, weapon training class feature	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	&amp;quot;Fighters that have the weapon master archetype can select this feat beginning at 4th level. The benefits of a weapon master's advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can't select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn't count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.&lt;br /&gt;
&lt;br /&gt;
Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats. Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. This feat can be taken more than once, but at most once per 5 fighter levels. &amp;quot;	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Agile Maneuvers	&amp;quot;&amp;gt;	Agile Maneuvers	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You've learned to use your quickness in place of brute force when performing combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Alertness	&amp;quot;&amp;gt;	Alertness	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You often notice things that others might miss.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Alignment Channel	&amp;quot;&amp;gt;	Alignment Channel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to channel energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:'''	Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Allied Spellcaster	&amp;quot;&amp;gt;	Allied Spellcaster	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all leveldependent variables, such as duration, range, and effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Angoron's Defender	&amp;quot;&amp;gt;	Angoron's Defender	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Angoron is known as the god of strength and as a protector of those around him. You strive to embody these characteristics.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, Intimidate 5	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an intimidate check to demoralize the opponent as an immediate action. This counts as an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Animal Affinity	&amp;quot;&amp;gt;	Animal Affinity	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at working with animals and mounts.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Apex Predator	&amp;quot;&amp;gt;	Apex Predator	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Call upon the blood of dragons to inspire fear in the natural world	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sith-makar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are a predator among predators. You may attempt to influence animals or magical beasts as per a ranger's wild empathy, but use your strength bonus instead of Wisdom. Additionally, nonmagical beasts of equal or lower HD start out as indifferent to you and will tend to avoid contact if given the choice.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Aquatic Combatant	&amp;quot;&amp;gt;	Aquatic Combatant	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are trained to fight in the water.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Swim 1 rank	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on Swim checks and don’t take penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When underwater, most melee attacks take a –2 penalty and deal only half damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Aquatic Spell	&amp;quot;&amp;gt;	Aquatic Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can cast your spells under or into water.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the fire descriptor. In addition, the spell can be cast from the surface into water and still be effective. An aquatic spell uses up a spell slot 1 level higher than the spell’s actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arc Slinger	&amp;quot;&amp;gt;	Arc Slinger	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can twirl your sling in a way that maximizes its effectiveness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot, proficient with sling or halfling sling staff.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Armor Mastery	&amp;quot;&amp;gt;	Arcane Armor Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have mastered the ability to cast spells while wearing armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane Armor Training, Medium Armor Proficiency, caster level 7th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Armor Training	&amp;quot;&amp;gt;	Arcane Armor Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned how to cast spells while wearing armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Light Armor Proficiency, caster level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Blast	&amp;quot;&amp;gt;	Arcane Blast	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can convert any spell into an attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane spellcaster, caster level 10th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane School Spirit	&amp;quot;&amp;gt;	Arcane School Spirit	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can talk up the power of your own school of magic to such an extent that creatures find it more difficult to resist your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, arcane school class feature, gnome.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check opposed by a target's Sense Motive check; if you win the check, the target takes a -2 penalty on saving throws made to resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target takes only a -1 penalty on its saving throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Shield	&amp;quot;&amp;gt;	Arcane Shield	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can convert any spell into a defense.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane spellcaster, caster level 10th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a def lection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Arcane Strike	&amp;quot;&amp;gt;	Arcane Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You draw upon your arcane power to enhance your weapons with magical energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to cast arcane spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Armored Athlete	&amp;quot;&amp;gt;	Armored Athlete	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have experience using a skill when armored.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Light armor proficiency, medium armor proficiency, 3 ranks in any Dexterity- or Strength-based skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one Dexterity- or Strength-based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check for wearing light or medium armor is reduced by 3 (to a minimum of 0). If you have 10 or more ranks in the skill, the penalty is instead reduced by 6 (to a minimum of 0). If you have armor training 2 and are proficient with heavy armor, this benefit also applies to armor check penalties for wearing heavy armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Each time you take the feat, it applies to a new skill.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Artful Dodge	&amp;quot;&amp;gt;	Artful Dodge	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are practiced at avoiding attacks when outnumbered.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge. You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite. (You may need to speak with staff about a feat override, as this may not always be coded.)	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Artifice Defences	&amp;quot;&amp;gt;	Artifice Defences	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know how to use your understanding of constructs to turn it into a weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem, BAB2	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are able to use your knowledge of constructs against others of your kind. If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Aspect of the Beast	&amp;quot;&amp;gt;	Aspect of the Beast	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Whether by magic or a curse of your blood, some part of you is more beast than man.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wild shape class feature, ranger natural weapons combat style	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it. Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet. Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Athletic	&amp;quot;&amp;gt;	Athletic	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You possess inherent physical prowess.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Athletically Talented	&amp;quot;&amp;gt;	Athletically Talented	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are naturally talented when it comes to athletics.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, Str 13	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	At the level this feat is taken, the character gains a number of bonus skill points equal to two times his unmodified Strength bonus. These skill points may only be spent on skills that are based on Strength. Also, you may choose to immediately reallocate previous skill points spend in these skills to a different skill. Once done, this may not be changed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Attuned to the Wild	&amp;quot;&amp;gt;	Attuned to the Wild	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You share a strong mystic connection with one type of wilderness terrain.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Llyranesi, Sylvanori	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Augment Summoning	&amp;quot;&amp;gt;	Augment Summoning	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your summoned creatures are more powerful and robust.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spell Focus (conjuration).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Awaken the Giant	&amp;quot;&amp;gt;	Awaken the Giant	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You possess a stronger tie to a specific giant lineage	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you select this feat, choose a specific heritage: Cloud (Electricity), Fire (Fire), Frost (Cold), Stone (Acid), Hill (Acid), Storm (Electricity). You gain resistance 5 to the related element. Once chosen, this may not be changed. This may be taken once.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Back to Back	&amp;quot;&amp;gt;	Back to Back	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	Your ally's eyes are your own, and yours are his.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Perception 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bashing Finish	&amp;quot;&amp;gt;	Bashing Finish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You follow a powerful blow from your weapon with an opportunistic bash from your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bewildering Koan	&amp;quot;&amp;gt;	Bewildering Koan	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can pose unanswerable questions that leave creatures momentarily dumbfounded as they dwell on their significance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, ki pool class feature, gnome.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Binding Throw	&amp;quot;&amp;gt;	Binding Throw	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike your enemy and use the blow as an opportunity to grab and hold him.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The grapple combat maneuver is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk can gain Binding Throw as a bonus feat starting at 14th level.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bleeding Critical	&amp;quot;&amp;gt;	Bleeding Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause opponents to bleed profusely.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blighted Critical	&amp;quot;&amp;gt;	Blighted Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blighted Critical	&amp;quot;&amp;gt;	Blighted Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blighted Critical Mastery	&amp;quot;&amp;gt;	Blighted Critical Mastery	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You control the type of spellblight your critical hits give your opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Blighted Critical, caster level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blind-Fight	&amp;quot;&amp;gt;	Blind-Fight	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at attacking opponents that you cannot clearly perceive.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Blind-Fight feat is of no use against a character who is the subject of a blink spell.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blinding Critical	&amp;quot;&amp;gt;	Blinding Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits blind your opponents.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +15.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blood of the Dark Fae	&amp;quot;&amp;gt;	Blood of the Dark Fae	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Force your body to heal, by calling upon the dark power of chaotic ancestors	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Oruch, 13 Con, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you heal 1d8 points of damage + your Constitution modifier. For every four levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. After calling on this ability, you become temporarily disoriented, and make will saves at -1 until after your next turn. This may only be used once per day, and the penalty to your save stacks with other sources.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blood Vengeance	&amp;quot;&amp;gt;	Blood Vengeance	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Seeing an ally fall in combat fills you with a murderous fury.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Half-oruch or oruch, nonlawful	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian's rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blood-Fettered	&amp;quot;&amp;gt;	Blood-Fettered	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	At one time, you infused a vampire's blood.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arvek Nar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your Regimented Mind bonus increases to +4. However, you do not receive your Regimented Mind bonus versus vampires, and are at a -2 to any Will saves versus their effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bloody Assault	&amp;quot;&amp;gt;	Bloody Assault	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bludgeoner	&amp;quot;&amp;gt;	Bludgeoner	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can knock foes out cold with just about any blunt instrument.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You take a -4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Blundering Defense	&amp;quot;&amp;gt;	Blundering Defense	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cautious Fighter, lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boar Ferocity	&amp;quot;&amp;gt;	Boar Ferocity	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your flesh-ripping unarmed strikes terrify your victims.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's f lesh, you can spend a free action to make an Intimidate check to demoralize that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boar Shred	&amp;quot;&amp;gt;	Boar Shred	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boar Style	&amp;quot;&amp;gt;	Boar Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your sharp teeth and nails rip your foes open.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Intimidate 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra damage with the attack	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Body Shield	&amp;quot;&amp;gt;	Body Shield	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a sly maneuver, you force a grappled opponent into the path of an incoming attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bodyguard	&amp;quot;&amp;gt;	Bodyguard	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your swift strikes ward off enemies attacking nearby allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Aid another is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bolstered Resilience	&amp;quot;&amp;gt;	Bolstered Resilience	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can dramatically increase your damage reduction in exchange for its temporary loss.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Damage reduction.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bonebreaker	&amp;quot;&amp;gt;	Bonebreaker	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Boon Companion	&amp;quot;&amp;gt;	Boon Companion	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your bond with your animal companion or familiar is unusually close.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Animal companion or familiar class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Branded for Retribution	&amp;quot;&amp;gt;	Branded for Retribution	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Breadth of Experience	&amp;quot;&amp;gt;	Breadth of Experience	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Although still young for your kind, you have a lifetime of knowledge and training.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	100+ years old	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Note:'' &amp;lt;/span&amp;gt; 	This can be taken as a Level 6 Racial Feat so long as the character's race fits the criteria. Such as: Khazad, Sith'Makar, or Sil.&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Break Guard	&amp;quot;&amp;gt;	Break Guard	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can use one of your two weapons to occupy your opponent's defenses while attacking with the other.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Brew Potion	&amp;quot;&amp;gt;	Brew Potion	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic potions.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Broken Wing Gambit	&amp;quot;&amp;gt;	Broken Wing Gambit	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You feign weakness, making yourself a tempting and distracting target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bull Rush Strike	&amp;quot;&amp;gt;	Bull Rush Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits can push back your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Bull Rush, Power Attack, BAB 9+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a bull rush combat maneuver to bull rush an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Bullying Blow	&amp;quot;&amp;gt;	Bullying Blow	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a simple hit, you more easily intimidate an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Intimidate 1 rank, oruch	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you may make a melee attack with a -2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Intimidating an opponent is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Burn! Burn! Burn!	&amp;quot;&amp;gt;	Burn! Burn! Burn!	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You take the goblin love of arson and fire play to a whole new level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Disable Device 1 rank, gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Ref lex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Burning Spell	&amp;quot;&amp;gt;	Burning Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 x the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cartwheel Dodge	&amp;quot;&amp;gt;	Cartwheel Dodge	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You use your knack for avoiding damage to reposition yourself in combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Evasion class feature, improved evasion class feature, acrobatics 12 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Casual Illusionist	&amp;quot;&amp;gt;	Casual Illusionist	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome, gnome magic racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	This feat counts as the Deceitful feat for the purposes of all prerequisites.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Catch Off-Guard	&amp;quot;&amp;gt;	Catch Off-Guard	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Foes are surprised by your skilled use of unorthodox and improvised weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You take a -4 penalty on attack rolls made with an improvised weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cautious Fighter	&amp;quot;&amp;gt;	Cautious Fighter	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You care more about survival than victory.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When fighting defensively or using total defense, your dodge bonus to AC increases by 2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cavalry Formation	&amp;quot;&amp;gt;	Cavalry Formation	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Mounted Combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channel Smite	&amp;quot;&amp;gt;	Channel Smite	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can channel your divine energy through a melee weapon you wield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channeled Revival	&amp;quot;&amp;gt;	Channeled Revival	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can expend a large portion of your channeling power to reverse death itself.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy 6d6 (positive energy).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channeled Shield Wall	&amp;quot;&amp;gt;	Channeled Shield Wall	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You draw on your channel energy to enhance the protective ability of your shield and those of adjacent allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy, 3d6 prof iciency with a shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Channeling Scourge	&amp;quot;&amp;gt;	Channeling Scourge	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, inquisitor level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Charge Through	&amp;quot;&amp;gt;	Charge Through	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can overrun enemies when charging.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Overrun, Power Attack, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must have a clear path toward the target of your charge.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Charging Hurler	&amp;quot;&amp;gt;	Charging Hurler	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You know how to use your momentum to enhance your thrown weapon attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Child of the Skies	&amp;quot;&amp;gt;	Child of the Skies	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The presence of open skies soothes and heals you	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While beneath an open sky, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Chokehold	&amp;quot;&amp;gt;	Chokehold	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	While grappling, you can cut off an opponent's air and blood supply.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cleansed by Shame	&amp;quot;&amp;gt;	Cleansed by Shame	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	At some point in your past, you did something. Something bad enough that you were shamed, for a time. However, unlike others, you came out stronger, smarter, with a greater understanding of self.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus versus compulsion effects, due to the increased strength of your inner will. 	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cleave	&amp;quot;&amp;gt;	Cleave	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike two adjacent foes with a single swing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cleaving Finish	&amp;quot;&amp;gt;	Cleaving Finish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you strike down an opponent, you can continue your swing into another target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Cleave, Power Attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Clinging Climber	&amp;quot;&amp;gt;	Clinging Climber	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Using leverage and pure brawn, you can cling to a cliff, rope, or ladder with your legs to free both of your hands.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Climb 3 ranks	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check (DC = the DC to climb the surface as a move action). If successful, you can make attacks with a two-handed ranged weapon and reload ranged weapons until you resume climbing. The GM may rule that this feat doesn't work on certain climbing surfaces.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Close-Quarters Thrower	&amp;quot;&amp;gt;	Close-Quarters Thrower	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are agile enough to avoid melee attacks while throwing weapons or bombs.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Weapon Focus with selected thrown weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Making a ranged attack provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cloud Step	&amp;quot;&amp;gt;	Cloud Step	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your tread is of unearthly lightness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spider Step, monk level 12th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface by the end of your turn or you will fall.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cockatrice Strike	&amp;quot;&amp;gt;	Cockatrice Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a single strike, you transmute flesh to stone.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +14.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cold Iron Guts	&amp;quot;&amp;gt;	Cold Iron Guts	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your guts are crafted from ancient khazadi mines.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	War Golem	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your natural weapons are treated as cold iron for the purposes of damage reduction. In addition, the iron running through your system toughens you, granting you a +1 bonus to fort saves against spells and spell-like abilities.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Advice	&amp;quot;&amp;gt;	Combat Advice	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your succinct words can aid an ally even in the heat of battle.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Casting	&amp;quot;&amp;gt;	Combat Casting	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are adept at spellcasting when threatened or distracted.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Distraction	&amp;quot;&amp;gt;	Combat Distraction	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Anyone who attacks you while you act like a lunatic exposes themselves to brutal counterattacks from your allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Goblin, Acrobatics 1 rank, Escape Artist 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creature's misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull.Although you're acting like a lunatic, your unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a -2 penalty on Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This penalty stacks with other goblins performing combat distractions, as long as you're both adjacent to the distracted target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Expertise	&amp;quot;&amp;gt;	Combat Expertise	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can increase your defense at the expense of your accuracy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Medic	&amp;quot;&amp;gt;	Combat Medic	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Heal 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Patrol	&amp;quot;&amp;gt;	Combat Patrol	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You range across the battlefield, dealing with threats wherever they arise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Reflexes, Mobility, base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Reflexes	&amp;quot;&amp;gt;	Combat Reflexes	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make additional attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Combat Style Master	&amp;quot;&amp;gt;	Combat Style Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You shift between combat styles, combining them to increased effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	It takes a swift action to begin or switch your styles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Command Undead	&amp;quot;&amp;gt;	Command Undead	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Using foul powers of necromancy, you can command undead creatures, making them into your servants.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel negative energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conf lict.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Concentrated Splash	&amp;quot;&amp;gt;	Concentrated Splash	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can limit the splatter of your splash weapons to increase damage against your target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Precise Shot or Throw Anything	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;When you deal a direct hit to a creature with a splash weapon that normally also deals splash damage, you can choose to forgo dealing splash damage. If you do, the damage dealt to the target of the direct hit increases by 50%. This damage is multiplied on a critical hit.&lt;br /&gt;
&lt;br /&gt;
This feat cannot be used with a death ray.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Concussive Spell	&amp;quot;&amp;gt;	Concussive Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Contingent Channeling	&amp;quot;&amp;gt;	Contingent Channeling	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can imbue others with your healing energy so that they can use it at the moment of greatest need.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, Selective Channeling.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Coordinated Charge	&amp;quot;&amp;gt;	Coordinated Charge	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are an expert at leading your allies into the fray.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	You have at least two other teamwork feats, base attack bonus +10.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Coordinated Defense	&amp;quot;&amp;gt;	Coordinated Defense	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Coordinated Maneuvers	&amp;quot;&amp;gt;	Coordinated Maneuvers	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You are skilled at working with your allies to perform dangerous combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cosmopolitan	&amp;quot;&amp;gt;	Cosmopolitan	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Covering Defense	&amp;quot;&amp;gt;	Covering Defense	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at protecting yourself and your allies with your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Focus, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Ref lex saves.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Covering Fire	&amp;quot;&amp;gt;	Covering Fire	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You distract your enemies with ranged attacks to protect your allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack.&lt;br /&gt;
&lt;br /&gt;
If the attack is successful, that ally gains a +2 bonus to AC against that opponent's next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Magic Arms and Armor	&amp;quot;&amp;gt;	Craft Magic Arms and Armor	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic armor, shields, and weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken or destroyed magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Rod	&amp;quot;&amp;gt;	Craft Rod	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic rods.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Staff	&amp;quot;&amp;gt;	Craft Staff	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic staves.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Chapter 15 for more information.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Wand	&amp;quot;&amp;gt;	Craft Wand	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic wands.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Chapter 15 for more information.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Craft Wondrous Item	&amp;quot;&amp;gt;	Craft Wondrous Item	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create wondrous items, a type of magic item.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken or destroyed wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crane Riposte	&amp;quot;&amp;gt;	Crane Riposte	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You use your defensive abilities to make overpowering counterattacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You take only a -1 penalty on attack rolls for fighting defensively. Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crane Style	&amp;quot;&amp;gt;	Crane Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your unarmed fighting techniques blend poise with graceful defense.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You take only a -2 penalty on attack rolls for f ighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crane Wing	&amp;quot;&amp;gt;	Crane Wing	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When fighting  defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so def lected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Create Sanguine Elixir	&amp;quot;&amp;gt;	Create Sanguine Elixir	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can condense a fraction of your bloodline's power into a powerful elixir.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item with your caster level. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crippling Critical	&amp;quot;&amp;gt;	Crippling Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are able to maim a target and hinder its movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Critical Focus	&amp;quot;&amp;gt;	Critical Focus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are trained in the art of causing pain.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Critical Mastery	&amp;quot;&amp;gt;	Critical Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause two additional effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, any two critical feats, 14th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crossbow Mastery	&amp;quot;&amp;gt;	Crossbow Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crusader's Fist	&amp;quot;&amp;gt;	Crusader's Fist	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You pour divine energy into the enemy you strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crusader's Flurry	&amp;quot;&amp;gt;	Crusader's Flurry	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You learned to use your deity's favored weapon as part of your martial arts form.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use your deity's favored weapon as if it were a monk weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Crushing Blow	&amp;quot;&amp;gt;	Crushing Blow	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your focus allows you to smash your enemy's defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Stunning Fist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cudgeler Style	&amp;quot;&amp;gt;	Cudgeler Style	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You have learned to rush your foe and deliver a devastating blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bludgeoner	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cudgeler Sweep	&amp;quot;&amp;gt;	Cudgeler Sweep	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	Your powerful blows knock down opponents.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bludgeoner, Cudgeler Style, BAB 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit with a charge attack using the Cudgeler Style feat, you can immediately attempt a single trip combat maneuver check against the target with a +2 competence bonus as a free action. This provokes an attack of opportunity as normal for a trip combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Cudgeler Takedown	&amp;quot;&amp;gt;	Cudgeler Takedown	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	Opponents you batter to the ground stay down.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bludgeoner, Cudgeler Style, Cudgeler Sweep, BAB 9+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you hit with a charge attack using the Cudgeler Style feat, your weapon deals damage as though it were one size category larger for 1 round or until it leaves your hand. When you successfully trip an opponent with the Cudgeler Sweep feat, your opponent must succeed at a Fortitude save (DC = 10 + your character level + your Strength modifier) or be stunned for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dark Sight	&amp;quot;&amp;gt;	Dark Sight	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	With further modification, your eyes can pierce the gloom of even magical darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Mul'niessa, 6 HD+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dauntless Destiny	&amp;quot;&amp;gt;	Dauntless Destiny	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your ability to avert disaster is impressive.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dazing Assault	&amp;quot;&amp;gt;	Dazing Assault	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can daze foes with wild attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dazzling Display	&amp;quot;&amp;gt;	Dazzling Display	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your skill with your favored weapon can frighten enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus, proficiency with the selected weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deadly Aim	&amp;quot;&amp;gt;	Deadly Aim	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deadly Grappler	&amp;quot;&amp;gt;	Deadly Grappler	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you're grappled, you become even more dangerous.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13+, Improved Grapple, Improved Unarmed Strike	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You have learned to leverage a grappling creature’s weight against it. While you’re grappled, attacks you make against the grappler using armor spikes, a light or one-handed weapon, a natural weapon, or an unarmed strike deal damage as if the strike or weapon were one size category larger than it actually is.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deadly Stroke	&amp;quot;&amp;gt;	Deadly Stroke	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a well-placed strike, you can bring a swift and painful end to most foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deafening Critical	&amp;quot;&amp;gt;	Deafening Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause enemies to lose their hearing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, base attack bonus +13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Death or Glory	&amp;quot;&amp;gt;	Death or Glory	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deathless Initiate	&amp;quot;&amp;gt;	Deathless Initiate	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	For you, impending death is a call to wrath.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deathless Master	&amp;quot;&amp;gt;	Deathless Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deathless Zealot	&amp;quot;&amp;gt;	Deathless Zealot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Only the most serious wounds can stop you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deceitful	&amp;quot;&amp;gt;	Deceitful	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at deceiving others, both with the spoken word and with physical disguises.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deepsight	&amp;quot;&amp;gt;	Deepsight	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your senses are especially keen in the utter darkness.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Darkvision 60 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your darkvision has a range of 120 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Darkvision normally extends 6 or 9 feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Defensive Combat Training	&amp;quot;&amp;gt;	Defensive Combat Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You excel at defending yourself from all manner of combat maneuvers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Defensive Weapon Training	&amp;quot;&amp;gt;	Defensive Weapon Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You know how to defend yourself against a certain class of weaponry.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deflect Arrows	&amp;quot;&amp;gt;	Deflect Arrows	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can knock arrows and other projectiles off course, preventing them from hitting you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to def lect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be def lected.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deft Hands	&amp;quot;&amp;gt;	Deft Hands	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have exceptional manual dexterity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Demoralizing Lash	&amp;quot;&amp;gt;	Demoralizing Lash	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You cow your enemies with the lash of a whip.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	BAB 1+, Intimidate 1 rank, arvek nar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Deny Death	&amp;quot;&amp;gt;	Deny Death	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your ki is so strong that it can deny death.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ki pool, Endurance	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Desperate Swing	&amp;quot;&amp;gt;	Desperate Swing	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You land your most telling blows in desperate situations.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cautious Fighter, base attack bonus +1, Lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, you can make a single melee attack while taking the total defense action. You take a -4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Destroyer's Blessing	&amp;quot;&amp;gt;	Destroyer's Blessing	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Breaking things adds to your power.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Oruch, half-oruch, rage class feature	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are raging and you succeed at a sunder attempt, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Destructive Dispel	&amp;quot;&amp;gt;	Destructive Dispel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to cast dispel magic or greater dispel magic, caster level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Devastating Strike	&amp;quot;&amp;gt;	Devastating Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Vital Strike, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Diehard	&amp;quot;&amp;gt;	Diehard	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Endurance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character without this feat who is reduced to negative hit points is unconscious and dying.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Agility	&amp;quot;&amp;gt;	Dimensional Agility	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Teleportation does not faze you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Assault	&amp;quot;&amp;gt;	Dimensional Assault	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have been trained to use magical movement as part of your combat tactics.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Dervish	&amp;quot;&amp;gt;	Dimensional Dervish	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You teleport with a mere thought, savaging your opponents as you flash in and out of reality.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Dervish	&amp;quot;&amp;gt;	Dimensional Dervish	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You teleport with a mere thought, savaging your opponents as you flash in and out of reality.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Maneuvers	&amp;quot;&amp;gt;	Dimensional Maneuvers	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your rapid teleportation makes your combat maneuvers more difficult to avoid.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dimensional Savant	&amp;quot;&amp;gt;	Dimensional Savant	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Directed Disarm	&amp;quot;&amp;gt;	Directed Disarm	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	A weapon you pull from one enemy's grip flies toward another enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Greater Disarm, Improved Disarm, base attack bonus +11	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you successfully use a combat maneuver to disarm an opponent, the disarmed weapon lands up to 15 feet away from its wielder, in the direction you choose. Alternatively, you can make a ranged attack as an immediate action with the disarmed weapon against another opponent, as long as the disarmed weapon is a light or one-handed weapon. If the weapon is not a thrown weapon, you take a –4 penalty on the attack roll. You take a –4 penalty on your attack roll if you do not have a free hand.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disarming Strike	&amp;quot;&amp;gt;	Disarming Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits can disarm your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a disarm combat maneuver to disarm an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Discordant Voice	&amp;quot;&amp;gt;	Discordant Voice	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bardic performance class feature, Perform (oratory or sing) 10 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disengaging Feint	&amp;quot;&amp;gt;	Disengaging Feint	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can feint to disengage from combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Feint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disengaging Flourish	&amp;quot;&amp;gt;	Disengaging Flourish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Distracting your opponents gives you the opportunity to make a swift retreat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Disengaging Feint, Improved Feint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disengaging Shot	&amp;quot;&amp;gt;	Disengaging Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You make one last attack before beating a hasty retreat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disorienting Maneuver	&amp;quot;&amp;gt;	Disorienting Maneuver	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your erratic movements disorient your opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dodge, Acrobatics 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dispel Synergy	&amp;quot;&amp;gt;	Dispel Synergy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spellcraft 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws against your spells until the end of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dispelling Critical	&amp;quot;&amp;gt;	Dispelling Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your blows attack the physical and arcane forms of your enemies at the same time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arcane Strike, base attack bonus +11, ability to cast dispel magic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic to make a targeted dispel against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dispelling Fist	&amp;quot;&amp;gt;	Dispelling Fist	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as a targeted dispel against the opponent you hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disrupting Shot	&amp;quot;&amp;gt;	Disrupting Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a well-placed shot, you make it harder for a nearby opponent to cast spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Point-Blank Shot, fighter level 6th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disruptive	&amp;quot;&amp;gt;	Disruptive	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your training makes it difficult for enemy spellcasters to safely cast spells near you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	6th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Disruptive Spell	&amp;quot;&amp;gt;	Disruptive Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	Your magical energies cling to enemies, interfering with their spellcasting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Distance Thrower	&amp;quot;&amp;gt;	Distance Thrower	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are accurate with thrown weapons at longer ranges than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Divine Interference	&amp;quot;&amp;gt;	Divine Interference	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can convert a spell to interfere with an enemy's attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Divine spellcaster, caster level 10th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Diviner's Delving	&amp;quot;&amp;gt;	Diviner's Delving	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spell Focus (divination).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Djinni Spin	&amp;quot;&amp;gt;	Djinni Spin	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Djinni Spirit	&amp;quot;&amp;gt;	Djinni Spirit	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Djinni Style	&amp;quot;&amp;gt;	Djinni Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your hands sheathed in an auras of lightning, you move like the wind.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dodge	&amp;quot;&amp;gt;	Dodge	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your training and ref lexes allow you to react swiftly to avoid an opponents' attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Domain Strike	&amp;quot;&amp;gt;	Domain Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You unleash a domain power upon your enemy as part of your unarmed strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Domain class feature, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Double Bane	&amp;quot;&amp;gt;	Double Bane	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You extend your bane effect to two weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane class feature to two weapons, you expend 2 rounds of that feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Double Slice	&amp;quot;&amp;gt;	Double Slice	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your off-hand weapon while dual-wielding strikes with greater power.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Two-Weapon Fighting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add your Strength bonus to damage rolls made with your off-hand weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Draconic Breath	&amp;quot;&amp;gt;	Draconic Breath	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You possess draconic defenses and a draconic breath weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Sith-makar, 3HD+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a draconic breathweapon based on the energy resistance you chose at level 1. This breathweapon does 1d6 damage per 3 hit dice, and may be used up to a number times per day equal to your constitution modifier (min 1). This is a standard action that does not provoke attacks of opportunity. The breathweapon is a line or cone as appropriate (reference the sorcerer draconic bloodline).	The save DC for this ability is 10+ 1/2 HD + Con Mod (but see Special).&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Sith-makar sorcerers with the Draconic bloodline can use their Charisma modifier instead of their Constitution to determine the number of times per day they can use this breath weapon and the DC of this breath weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Drag Down	&amp;quot;&amp;gt;	Drag Down	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you are knocked prone, you are skilled at bringing your opponent down with you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Trip.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragon Ferocity	&amp;quot;&amp;gt;	Dragon Ferocity	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You attack with the strength of a dragon, your telling blows striking fear into your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112).	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragon Roar	&amp;quot;&amp;gt;	Dragon Roar	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	The spirit of the dragon wells up inside you and bursts forth in a mighty roar.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragon Style	&amp;quot;&amp;gt;	Dragon Style	&amp;lt;/span&amp;gt;''' 	(	Combat, Style	)&amp;lt;br /&amp;gt;	You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dragonbane Aura	&amp;quot;&amp;gt;	Dragonbane Aura	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Those within your dragonbane aura gain the same protection that you do.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Aura of courage class feature, caster level 8th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage's bonus against fear effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The aura of courage is a 10-foot-radius emanation, and grants a +4 morale bonus on fear effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dramatic Display	&amp;quot;&amp;gt;	Dramatic Display	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your skill with your weapon is obvious to enemies and onlookers alike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dazzling Display.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Dreadful Carnage	&amp;quot;&amp;gt;	Dreadful Carnage	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Slaying an enemy demoralizes your other nearby foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Power Attack, Furious Focus, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Duck and Cover	&amp;quot;&amp;gt;	Duck and Cover	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	Your allies assist you in avoiding certain attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Ref lex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|FeatsDescriptionAD]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32845</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32845"/>
		<updated>2020-02-08T05:22:11Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Hele Kolle:''' Translated roughly from Aesir as 'Healing Stick'. At least five hundred years back, a healer lived in the outskirts of what is today known as Alexandros. A healer of exceptional talent, they became renowned for their ability to cure any ailment. Regrow limbs. Healed minds. Even, it is said, to bring back from the dead. And all of it without a single word being heard. &lt;br /&gt;
&lt;br /&gt;
This staff is not theirs, but it was owned by their only known apprentice; a young human who in contrast to their mentor, spoke and wrote fluently. It is said before passing it onto their apprentice, the Healer touched it, imbued it with a portion of their power. To this day it is said that sometimes, when the staff is held by someone who is distraught or afflicted by some mental concern, that for a moment their mind can be at peace as if they are surrounded by a blanket of understanding.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Sasha&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Huipilli il Vethkaachal:''' This huipilli, or huipil, bears an erratic pattern among its stitching. Its crafter, Aapo, would have counted it among his greatest of creations. However, as he began the threads, magic broke. Aapo would weave and weave for days, the movement of thread-claws becoming erratic. His expression fevered, he found could not put down the thread so long as magic spun. Eventually, he finished the huipil's pattern--something beautiful, yet broken, like magic, itself.&lt;br /&gt;
&lt;br /&gt;
The crafter would have cast the work to fire, but was stopped by a shaman. The shaman took the cloth to their local caste-home, to reflect upon during the next moon rise, that being the strongest time of the Spirit Singing Dragon, Eluna.&lt;br /&gt;
&lt;br /&gt;
What the shaman saw was unknown or unknowable. However, it is known that the haipil possesses an affinity for the magic-broken, and the spirits suggest, will eventually find its way to them. The name means, &amp;quot;The Broken Weave.&amp;quot;&lt;br /&gt;
:Current Owner: Iuitl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kellaxde:''' At close look, this lance shows numerous repairs. Given the strength of arvek attention to detail however, it has life left in it, yet. The lance, it is discovered, was crafted from the first tree felled by the arvek when rebuilding Blar. Though the rest of the wood was used to craft a homestead--the farmer had kept this piece, and would craft it into a weapon for their daughter; a warrior.&lt;br /&gt;
&lt;br /&gt;
After just three years, the daughter would pass in battle against the Garnaks, but the weapon would return to her family, to be passed on to a new warrior, and raised once more in the arveks' war for their own sovereignty. &lt;br /&gt;
&lt;br /&gt;
The name, well. The arvek are just bad at naming things. An inscription along the handle reveals its name to be &amp;quot;Kellaxde,&amp;quot; which translates roughly, to &amp;quot;Stick.&amp;quot;&lt;br /&gt;
:Current Owner: Garak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naur Gwenme:''' A hundred years ago, a gobber found themselves lost in the woods. At first, this gobber--one of the first among the self-styled Civilized tribes, hated the experience. His feet were muddy, his hands were filthy. His explosions, when he crafted them, became muddy and useless before blossoming beautifully into booming kabooms. So incensed was he that he spent years learning more traditional magics, to craft a set of clothes to keep the mud away. However,  by the time he made them, he found he did not mind the mud, the earth so much. His great ears too, attuned themselves to the sounds of the wild--and he restyled himself, Hurgathar Firefang, a gobber druid. Though at first unwelcome, uncertain among the druid circles, he soon proved his worth through bravery--rescuing creatures from dangerous situations, and ones no one else cared for--or who they were too afraid to help. The bow was one of his craft--made for one of the first druids to accept him for who he was. It always smells faintly of smoke and fire; a memory of Firefang's ancestry, and may possess an affinity for this magic.&lt;br /&gt;
&lt;br /&gt;
The name, Naur Gwenme, is a sil name meaning, &amp;quot;Friend of Fire,&amp;quot; and refers to the bow's history, and that it was crafted of friendship and acceptance.&lt;br /&gt;
:Current Owner: Davienne&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
&lt;br /&gt;
He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
&lt;br /&gt;
The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32727</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32727"/>
		<updated>2020-01-16T20:12:18Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
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&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
&lt;br /&gt;
He was a very successful pirate in that he lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
&lt;br /&gt;
The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32726</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32726"/>
		<updated>2020-01-16T20:10:36Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Smol Bigeeboom:''' This firearm once belonged to a Gobber from the Jade Islands. It was said he was a Captain of the smallest-biggest ship of almost pirating but not quite. He was known for his riotous way of capturing-not-capturing ships which involved pulling his ship up along side another, storming on board, shooting the dragon spitter, grabbing what he could and jumping back onto his boat. His boat, you see, was only 20-feet long and was crewed by three people. The three people were, as he would say, &amp;quot;Me, Myself, and EYE!&amp;quot; This was usually followed by punching someone in the eye and running off. &lt;br /&gt;
&lt;br /&gt;
He was a very successful pirate of one and lived to old age, but he wasn't quite a pirate as he would often go after other pirates since they wouldn't tell the authorities. It didn't hurt that he would usually assault the pirate ship while it was in port and most of the pirates were drunk, and frequently resulted in the party from the night before continuing before they realized he stole two kegs of rum and half a goat (his favorite meat).&lt;br /&gt;
: Current Owner: Kaelyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
&lt;br /&gt;
The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32722</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32722"/>
		<updated>2020-01-16T06:41:48Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Pumnalul Calator:''' The Traveling Dagger. Said to have been originally reforged from a horeshoe by a Tsuran man in great need of the weapon, this item is well known for it's traveling spirit. It has roamed through many hands and traveled many lands. It is known firstly for that fact, and second for the extraordinary luck that it brings to those that carry it. Good things follow in the wake of Pumnalul Calator, but with the good luck comes the grave responsibility and driving need to carry the dagger to new places and to new adventurers.&lt;br /&gt;
: Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
&lt;br /&gt;
The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32690</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32690"/>
		<updated>2020-01-14T02:51:01Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Portrait of Herkes Birne:''' This portrait is of a famous detective who lived nearly several hundred years ago! An Arvek who, admittedly, stood rather on the portly side, he was known for his astute observations, neatness, wit, and near perfect record when it came to solving mysteries! A small, well maintained, and up-turned mustache, with his well-maintained ushanka and scarf which seem to be a source of pride as the finishing touch to his look. Besides what appears to be a few lip-smudges (such librarians!), the painting looks in excellent condition, partly due to the whispered comments that may be heard any time there is too much dust about, a bit of paint out of the way, a tilt to the frame, and other such imperfections.&lt;br /&gt;
&lt;br /&gt;
The character in the portrait appears to move of its own will. The gaze alternates between piercing and thoughtful, with advice sometimes given upon any room it is placed within, or the clothing of a person nearby. It may comment about the proper amount of starch for a collar, or the general neatness of a room, at least until it is placed into order. The painting is not /incorrect/; it may just take a certain mindset to appreciate it.&lt;br /&gt;
: Current Owner: Verna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brindlebarr's Kepi of Adventure:''' Havrei Brindlebarr, adventurer extroinainaire! The librarians have had troubles finding details of some things, but not Brindlebarr! Seldan is presented with volumes--volumes!! of Brindlebarr's exploits! The gnome traveled the world in a balloon. Dueled sphinxes! Took flight on griffonback through the khazadi mountains! And, retired, inspired by her adventures, as a renowned member of the GPS, within Her Majesty's Service before passing away just a few short years, ago. &lt;br /&gt;
&lt;br /&gt;
When she passed (just a few years ago), her belongings were, as per her wishes, 'scattered to the wind!' One such is this kepi--its origins from Dragonier, of all places, where it's said during one of his final adventures, she buzzed past Heth, himself, to deliver a letter. And a raspberry, to 'Old Hacklewings.' It's said she stole (recovered) the thing from a reanimated officer of the Dragoneri forces.&lt;br /&gt;
&lt;br /&gt;
Her adventures are described, with hand-made illustrations, in 27 volumes. While ultimately owned by Quill's Repose, they may be viewed upon request, especially to an owner of one of Brindlebarr's, well, 'inheritances.' There is also a drinking song dedicated to her.&lt;br /&gt;
: Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32646</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32646"/>
		<updated>2020-01-08T04:46:25Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
==Memory of a Hug from Cuddles the Otyugh==&lt;br /&gt;
This warm, glowing memory of a hug from Cuddles lightens and warms the heart when you reflect upon it. This present, when spent, counts as 3 RPP towards any RPP spend.&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
After the liberation of Blar, they would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Blooded:''' A relic from older days, when gladitorial combat was more par for the course, there was once a fighter that was reknowned for his spirit and skill. The bards praised his valor, unmatched and his record: near flawless. The fighter reveled in every fight, and was said to be the greatest that anyone ever had known. &lt;br /&gt;
&lt;br /&gt;
But skill was not enough. Luck played a part too, and one day his luck ran out. A simple bout that was meant to end when the first of the two fell, the uncontested fighter versus a new gladiator. But all warriors know, it's the new ones you gotta watch out for. She flew into a rage, and tackled the unbeatable man, and then pummeled him until she was pulled off. &lt;br /&gt;
&lt;br /&gt;
It's how she was blooded into the fighting pits. The bards would add a new verse to his tale that day: the image, striking, of her and her spiked gauntlet raised high - The Blooded.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Donna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vermojjin:''' This ring belonged to a wealthy arvek merchant. Due to Thulian domination of Blar, the merchant found herself involved in the illegal arms trade and before too long, could not find their way out. Eventually, they found an opportunity to make a deal with a djinni in exchange for their freedom under a new identity, and a new start. The djinni sought to gain the upper hand, but the merchant, quick of wit, swiftly evaded and escaped to another plane. They would win the contest, and lived a another twenty years, accumulating success in a new field. The merchant never forgot their luck and when they passed, gave the ring to their apprentice, who passed it on to another, and another.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Kisaiya&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32631</id>
		<title>Special Magic Items</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Special_Magic_Items&amp;diff=32631"/>
		<updated>2020-01-06T04:47:56Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Items of Minor Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes, unique magic items appear as part of a plot or a holiday! These items appear once, often never to be seen again. Most do not have prices, because well.&lt;br /&gt;
&lt;br /&gt;
===Hat of Perfect Appearance===&lt;br /&gt;
This hat is of some flattering color that suits its owner, decorated here and there with baubles. When worn, the user may activate a command word which transforms him or her into a...gnome.&lt;br /&gt;
&lt;br /&gt;
Well, not really. But, for all intents and purposes the world will tend to think so, and other gnomes will be quite impressed, giving you a +2 to diplomacy checks to interact with them. Your gnomish form is always well-dressed according to your style. If you're more of a cogs-person, then the gnome appears in a stylish crafter's outfit. If you tend towards conservatism, then the suit exhibits careful, understated tailoring. And so on.&lt;br /&gt;
&lt;br /&gt;
This hat otherwise works similarly to a Hat of Disguise, save the normal size and weight limits to the illusion do not matter and that it is limited to the one form. &lt;br /&gt;
&lt;br /&gt;
===Healer's Kit of the Forest===&lt;br /&gt;
This healer's kit is bound in living vines. Made by the finest elven vinesmiths, this kit continually replenishes itself, so long as it is supplied a few drops of water in the evening. The healer's kit provides up to 3 uses per day before needing to replenish itself.&lt;br /&gt;
&lt;br /&gt;
The kit itself is difficult to destroy: it heals itself as greenwood does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizardly Candy Corn===&lt;br /&gt;
Given out for High Hunt PrPs during 2016, Candy Corn were one-off items just for fun. To use a candy corn, just +use &amp;lt;#&amp;gt; in your inventory. Using any candy corn is a standard action.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll ||Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|1||Ooey-gooey Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|2||Runaway Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|3||Anchoring Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|4||Camping Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|5||Costume Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|6||Gobber Seige Tosser Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|7||Sugary Candy Corn&lt;br /&gt;
|-&lt;br /&gt;
|8||Gobber-Toof Candy Corn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ooey-gooey Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This spooky Candy Corn can be directed to float to any point within 30 feet and then burst into a mass of yellow-and-brown candy goo! To splat a creature, treat as a ranged touch attack. It is otherwise identical to a tanglefoot bag, except its range. After 2d4 rounds, it will dissipate into a disgusting, sugary mass! &lt;br /&gt;
&lt;br /&gt;
'''Runaway Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn enlarges into large size, with tiny, sugary feet. Treat it as a dire ram, with all the same stats except that it looks, appears like, and seems to be a giant, Candy Corn with ittybittylegs. It dissipates into a gooey mess after 24 hours, or after taking enough damage that would kill a dire ram.&lt;br /&gt;
&lt;br /&gt;
Its attacks make a *bip* sound.&lt;br /&gt;
&lt;br /&gt;
'''Anchoring Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn will gooshily affix itself to any surface, whenever you activate it. It possesses hardness 5, hp 25, and can support up to 1,000 pounds and persists for 24 hours before becoming a sugary, orange-and-brown mess. The Candy Corn can be removed with a DC 20 Strength check.&lt;br /&gt;
&lt;br /&gt;
'''Camping Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This Candy Corn when used, expands greatly in size until it is large enough to house six medium creatures. The inside is treated as an Endure Elements effect, and it will last up to 24 hours before dissipating into a sugary puddle, or withstanding a torrentul downpour, whichever comes first. While in use, it does look like a giant candy corn.&lt;br /&gt;
&lt;br /&gt;
'''Costume Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By employing a touch attack, this Candy Corn affixes itself to a creature's skin! They instantly take on the appearance of a giant Candy Corn, except for their feet. If used on Sandy, this awards 3 additional RPPs. Its effects last 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Gobber Seige Tosser Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
This rare Candy Corn turns itself into a cornapult! This &amp;quot;cornapult&amp;quot; is similar to a light catapult and takes up a space 10' across. A collection of 5 unenchanted Candy Corns appear nearby the 'pult, ready to be loaded and fired. When fired using the cornapult, they do 4d6. To fire the cornapult, the crew chief must make a DC 15 check using only her or his BAB + Int - Range Increment Penalty (its range is 100') - Special.&lt;br /&gt;
&lt;br /&gt;
:No line of sight to target square: –6&lt;br /&gt;
:Successive shots (crew can see where most recent misses landed): Cumulative +2 per previous miss (maximum +10)&lt;br /&gt;
:Successive shots (crew can't see where most recent misses landed, but observer is providing feedback): Cumulative +1 per previous miss (maximum +5)&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, the loaded candy corn hits the square the cornapult was aimed at, dealing 4d6 to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a cornapult corn hits a square, subsequent shots hit the same square unless the cornapult is reaimed or the wind changes direction or speed.&lt;br /&gt;
&lt;br /&gt;
If a candy corn misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Finally, count 1d4 squares away from the target square for every range increment of the attack.&lt;br /&gt;
&lt;br /&gt;
Loading the candy cornapult requires a series of full-round actions. It takes a DC 10 strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 craft/artifice or k/military theory check latches the arm into place, and then another DC 15 craft/artifice or k/military theory check loads the catapult ammunition. It takes two full-round actions to reaim a cornapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of two only 1 round to reaim the cornapult).&lt;br /&gt;
&lt;br /&gt;
The cornapult lasts for 24 hours, or until its candy corn is fired, whichever comes first, before dissolving into a sugary goo.&lt;br /&gt;
&lt;br /&gt;
'''Sugary Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
By nomming this Candy Corn, you experience a sugar rush like no other. Roll for effect! For the next 3 rounds, you: &lt;br /&gt;
&lt;br /&gt;
:1: Land speed increases by 30'&lt;br /&gt;
:2: Make one extra attack as part of a full attack action, using your highest base attack bonus&lt;br /&gt;
:3: Gain a +2 dodge bonus to Ref saves because of your jitteriness&lt;br /&gt;
:4: Gain a +2 dodge bonus to AC because of your jitteriness&lt;br /&gt;
:5: Are so energized that you periodically break out into joyful showtunes during your turn &lt;br /&gt;
:6: Gain a +2 untyped bonus on attack rolls &lt;br /&gt;
&lt;br /&gt;
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Sugary Candy Corn does not stack with haste or blessing of fervor.&lt;br /&gt;
&lt;br /&gt;
'''Gobber-Toof Candy Corn'''&lt;br /&gt;
&lt;br /&gt;
All Candy Corn look disturbingly like teeth, but this one especially does! Strike someone with this Candy Corn as a touch attack, and they grow two, long, Candy Corn fangs and lots of little pokey ones in the back. The effects last for 1d4 hours. Like a gobber, the candy corn randomly emits a &amp;quot;Rar rar rar!&amp;quot; sound! Using this on Sandy is worth an additional 2 RPPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gobber Party Favor===&lt;br /&gt;
Throw this single-use vial on the ground at a distance of up to 20'. It creates a deafening bang before exploding into tiny, fiery dragonflies! The dragonflies last for one minute. The bang is not loud enough to cause effects, but it is guaranteed to irritate your neighbors!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1020: Gifts of Yuletide Cheer===&lt;br /&gt;
Welcome! If you received a Yultide Mystery Box, please roll on the table below to determine its contents!&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Roll || Mystery Gift&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Sparkly Razzer-flare Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Festive Sandytide Coat&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Festive Gnomish Sack of Gifts&lt;br /&gt;
|-&lt;br /&gt;
| 04 || A Bowl of Festive Oruch Chili&lt;br /&gt;
|-&lt;br /&gt;
| 05 || Yuletide Flickerlights&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Jar'd Candle of Yuletide Cheer&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Imitation Gnomish Yuletide Bauble&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Gnomish Yuletide Sweater&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Midwinter's Yuletide Boots&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Oruch Floppy Hat of Yuletide Cheer &lt;br /&gt;
|-&lt;br /&gt;
| 11 || Gingerbread Reindeer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''01: Sparkly Razzer-flare Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This gnomish-craft, round Yuletide ball is bright red and filled with glitter and bits of cogs and machinery. Throwing it on the ground causes a bright, tinkling noise, followed by a whirl. It then erupts, sprinkling glitter on everything within in a 30' radius. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''02: Festive Sandytide Coat'''&lt;br /&gt;
&lt;br /&gt;
This diminutive doll depicts a scowling sildanyari, wearing a bright red coat with white fur trim. Squeezing the doll once makes it dissolve into dust, and the coat enlarges to engulf the user. The coat remains for 1 hour, and may not be removed. While so fuzzily becoated, the user gains cold resistance 5, and a +2 circumstance bonus do diplomacy when interacting with sildanyari, due to acquiring a faint scent of fresh pine and Yuletide cheer. It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''03: Festive Gnomish Sack of Gifts'''&lt;br /&gt;
&lt;br /&gt;
This ostentatious sack is composed of multiple colors, and lined in decorative, glittery swirls and baubles. Reaching into the bag produces one of (roll 1d8):&lt;br /&gt;
# A fuzzy, freshly knit sweater that is always 2 sizes too small.&lt;br /&gt;
# Roll once on the Gray Bag of Tricks. It produces a plushie of this creature, with a pull-string.&lt;br /&gt;
# An ostentatious pipe that when smoked, always smells of fresh pine.&lt;br /&gt;
# Roll once on the Aquamarine Bag of Tricks. This effect lasts for 1 minute, and the creature floats harmlessly in the air during this time. &lt;br /&gt;
# A freshly-cooked bowl of chili. When eaten, it tastes like an expensive candy of some sort.&lt;br /&gt;
# A ushanka with bells on it.&lt;br /&gt;
# A bouquet of fresh blue roses, dusted with freshly fallen snow. They tremble and sing in a gibberish language. This effect lasts for 1 hour.&lt;br /&gt;
# A writing quill that when used, only writes the lyrics from Yultide carols. It fades when the holiday season is over.&lt;br /&gt;
&lt;br /&gt;
Each sack possesses 1d4 uses, rendering the bag empty--but still festive!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''04: A Bowl of Festive Oruch Chili'''&lt;br /&gt;
&lt;br /&gt;
...dare you?&lt;br /&gt;
&lt;br /&gt;
This bubbling brew upon the drinker the ability to spit gouts of flame. He can breathe fire in one grand belch, dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed, though much gas is produced either way. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''05: Yuletide Flickerlights'''&lt;br /&gt;
&lt;br /&gt;
These small stones, when released, take into the air and assume a bright, festive glow. They function as a lantern, flying ahead of the user at a distance of up to 15', moving as directed. Their magic dissipates after 1 hour, and they usually fall harmlessly to the ground, with a soft, tinkling sound.&lt;br /&gt;
&lt;br /&gt;
However, there is a 20\% chance that these were crafted by gobbers. Roll percentile when activating the object. If so crafted, the Flickerlights do not fall harmlessly to the ground, but instead explode into a cloud of peppermint-smelling smoke. &lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''06: Jar'd Candle of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
When first opened, this sealed jar releases such an overwhelming scent of Yuletide cheer (candy cane, fresh pine, etc.) that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the scent remains, but they automatically fail any scent-based Perception checks during that time.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''07: Imitation Gnomish Yuletide Bauble'''&lt;br /&gt;
&lt;br /&gt;
This festive-looking bauble, despite its name, was an adaption by the arvek to take their enemies by surprise. It is similar in appearance to a Razzle-flair, though a DC 15 Perception check may spot the difference.&lt;br /&gt;
&lt;br /&gt;
The bauble may be thrown, and possesses a range increment of 10'. On contact, the bauble explodes into glitter, and creatures within 5' are outlined as per the Faerie Fire spell for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
It is expended after 1 use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''08: Gnomish Yuletide Sweater'''&lt;br /&gt;
&lt;br /&gt;
This sweater blinks and buzzes, and when worn, accompanies its user with their own, Yuletide-themed themesong. The tempo of the song changes to match their step. Optionally, the sweater may somehow make their ears appear to grow pointy. You shouldn't have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''09: Midwinter's Yuletide Boots'''&lt;br /&gt;
&lt;br /&gt;
These fur-lined boots are soft to the touch, and practically made in a manner to keep the user warm. However, it's said their owner was a bit high on 'nog at the time, or a little too obsessed with Eluna. When worn under the moon, they leave a set of faintly, silver-glittery footprints behind and a fresh, midwinter's scent. The footprints and scent fade after 1d6 rounds, though the effect on the boots is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''10: Oruch Floppy Hat of Yuletide Cheer'''&lt;br /&gt;
&lt;br /&gt;
It's terrifying. Words don't even describe. The bauble isn't just fabric; it's a trophy hide gathered into a knot. Sometimes they forget to cure it. If you are a gobber or oruch, this may be edible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''11: Gingerbread Reindeer'''&lt;br /&gt;
&lt;br /&gt;
This tiny cookie holds mighty powers. Legend has it that it was first baked in a khazadi kitchen, and then menaced by a gnome! Whispering &amp;quot;Merry Yultide!&amp;quot; or sprinkling it with sugar causes the reindeer to spring to life!&lt;br /&gt;
&lt;br /&gt;
The reindeer grows to lifesize proportions, and though still flat and filled with gingerbread, begins to prance around! If caught, it is rumored that the reindeer might provide nourishment as well as a potent, gingery sugar rush.&lt;br /&gt;
&lt;br /&gt;
It lasts for 1 hour until dissolving into a sugary, gingery mess!&lt;br /&gt;
&lt;br /&gt;
== Items of Minor Legend ==&lt;br /&gt;
'''Róven Ilóth:''' A sylvanori term meaning &amp;quot;wild flower,&amp;quot; this bow was crafted from the last surviving tree of an ancient grove. The grove itself has since passed into the forest, though when it lived, it was cared for by three generations of three sisters. Therefore, the bow tends to seek out a female owner. &lt;br /&gt;
: Current Owner: Iadoth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mounavain:''' A Oruch term meaning 'Mountain' it was a shield that was discovered in the body of a great beast. The creature was slain on the first day of the new year, and within its stomach was found this shield that has a texture like rock along its front face. It was completely pristine, and lead to the Oruchs calling it Mounavain in reference to where the creature was slain and the way the shield looked.&lt;br /&gt;
:Current Owner: Azog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dhegaan Daan:''' The inventor of the first firearm is famous and infamous among goblinkind. Less known are the works of his assistants. Dhegaan Daan, a gobber army knife, was one of the few, known, inventions of his last surviving assistant. A prototype-modification of the gobber army knife, its duck call sounds like a whipporwheel. However, what is really remarkable, is that this knife has survived to this day, despite its age and circumstance. The librarian suggests there's 'something' about it whereupon its inner heart just refuses to be destroyed.&lt;br /&gt;
:Current Owner: Murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Houndsgruth Cloak:''' This cloak was craft by hand, by an aged monk who believed in an ancient vow of extreme spiritual purity. Prohibited them from contact with other, living creatures, the monk traveled to the furthest reaches of the khazadi empire, and from there would exile themselves for over seven decades.&lt;br /&gt;
&lt;br /&gt;
Their vow, the monk believed, prohibited the contamination of the soul, even to the point of the consumption of meats or fish. The monk would eventually undertake the study of magic to eschew the need for food itself, and subsisted in an eternal, and constant state of peaceful meditation.&lt;br /&gt;
&lt;br /&gt;
This focus however, would play out in the items they would craft. One such is this cloak. The cloak itself is a wonder in fine crafting and a near-divine attention to detail. Its black and gray threads weave so tightly as to be near houndstooth in miniature in an exact, precise, repeating pattern. There are no flaws.&lt;br /&gt;
&lt;br /&gt;
The monk its said, would eventually pass atop the mountain while deep in their meditative state. Their dedication would, it is said, preserve their body in a mummified state, their spine upright, eyes closed, and palms resting gently upwards atop each knee.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Malik&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ixen Sthyr Garurt:''' In the Draconic tongue it means, loosely, &amp;quot;Axe of the Fire Man&amp;quot;. It once belonged to a Sith'makar who was reknowned for his control of fire, so profound was his knowledge that every weapon he used was engulfed in it. So strong was his spirit that he frequently had to not wear any shirts or else they would combust into flames. A fact that was not lost on some within his tribe! The Axe was thought lost ages ago, yet somewhere returned to the most worthy of wielders of the Axe of the Fire Man.&lt;br /&gt;
:Current Owner: Svarshan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ihnar Kabira:''' Crafted from golden oak, this fiddle is shining gold in color. Burn marks hint at a darker past, and the library's letter confirms this. The fiddle was crafted five hundred years ago, and belonged to a Veyshanti goblin bard, who survived Tashraan's streets through virtue of her skill. Eventually, a djinni prince heard of her, and being jealous, challenged the wee bard to a duel.&lt;br /&gt;
&lt;br /&gt;
It is said the djinni lost, and in a fit of rage, flung them both to the plane of fire. The goblin promptly died. However, overcome in a sudden bout of remose for the destruction of such talent, the djinni passed the fiddle on to the nearest merchant, with instructions to &amp;quot;find only someone deserving.&amp;quot; The fiddle has since passed from hand to hand, with only portions of its tale surviving.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Acedia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Robe of Sargasei Doblileit:''' Desolate from losing his final bout, an arvek gladiator took to the streets of the city. While drowning their sorrows, they came across an old, tattered robe--and, taking it as an inspiration from the gods, took upon a new profession and explored what had been until then, undeveloped arcane talents.&lt;br /&gt;
&lt;br /&gt;
They would go on to serve in the greatest, strongest armies of the world--an abjurer of strength who protected those troops around them--but would never forget that moment. The aged, spotted robe they found was eventually remade, its threats rewoven into finer material. It became a proper, sorcerer's robe, yet one which is permanently interwoven with its original owner's moment of crisis, and eventually, inspiration. There is still a stain in the lower, right side along the hem.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Seldan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kitab Alzuhur:''' A Veyshan phrase meaning 'Book of Flowers&amp;quot; as a reference to the owners love of painting Tulips. This book was &amp;quot;blessed&amp;quot; by Reos, as the original Wizard who owned this book was a servant of his, a wizard that came to some minor fame as a Fresco Artist in Veyshan. The Wizard who owned the book was a specialist of Transfiguration magic, and took particular joy in trying to animate images and art. As such, the back of it, and several pages near the back, are filled with random bits of sketches and painting. Some of them no more than rough sketches and others fully colored in. Some of them have even been enchanted to move and tell a story.&lt;br /&gt;
&lt;br /&gt;
:Current Owner: Morgan&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Special Magic Items]]&lt;br /&gt;
[[Category:Magic Items|Special Magic Items]]&lt;/div&gt;</summary>
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&lt;div&gt;&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Earth Child Binder	&amp;quot;&amp;gt;	Earth Child Binder	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Even the greatest giants fear your technique.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, dwarf or gnome, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can only trip opponents who are one size category larger than you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Earth Child Style	&amp;quot;&amp;gt;	Earth Child Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your martial training makes you a dangerous and elusive target for giants.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, dwarf or gnome, Improved Unarmed Strike, Acrobatics 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Earth Child Topple	&amp;quot;&amp;gt;	Earth Child Topple	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your mastery of balance and momentum allows you to bring down giants with your bare hands.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, dwarf or gnome, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can trip only those opponents that are one size category larger than you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Eccentric Tinker	&amp;quot;&amp;gt;	Eccentric Tinker	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your obsessive, eccentric nature bleeds over into your tools.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When wielding an item associated with the tools of the trade for your Obsession, you do not take the normal improvised weapon penalty. You also receive a +1 to attack with any of these items. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools -- lutes and brooms make terribly fragile weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Echoing Spell	&amp;quot;&amp;gt;	Echoing Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You have learned how to release most, but not all, of a spell's potential when you cast it.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ectoplasmic Spell	&amp;quot;&amp;gt;	Ectoplasmic Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Effortless Trickery	&amp;quot;&amp;gt;	Effortless Trickery	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Illusions are a breeze.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Efreeti Stance	&amp;quot;&amp;gt;	Efreeti Stance	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Efreeti Style	&amp;quot;&amp;gt;	Efreeti Style	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Efreeti Touch	&amp;quot;&amp;gt;	Efreeti Touch	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot coneshaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from catching on fire.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Eldritch Claws	&amp;quot;&amp;gt;	Eldritch Claws	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, natural weapons, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Elemental Channel	&amp;quot;&amp;gt;	Elemental Channel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Elemental Fist	&amp;quot;&amp;gt;	Elemental Fist	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You empower your strike with elemental energy	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Elemental Focus	&amp;quot;&amp;gt;	Elemental Focus	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your spells of a certain element are more difficult to resist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Elemental Spell	&amp;quot;&amp;gt;	Elemental Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can manipulate the elemental nature of your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Each time you must choose a different energy type.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Elven Accuracy	&amp;quot;&amp;gt;	Elven Accuracy	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your sharp eyesight makes difficult shots easier.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	llyranesi, mul'niessa, sylvanori	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Elven Battle Training	&amp;quot;&amp;gt;	Elven Battle Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have been specially trained to wield a variety of traditional elven weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +1, Llyranesi, Sylvanori	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word &amp;quot;elven&amp;quot; in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Empower Spell	&amp;quot;&amp;gt;	Empower Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can increase the power of your spells, causing them to deal more damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Endurance	&amp;quot;&amp;gt;	Endurance	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Harsh conditions or long exertions do not easily tire you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character without this feat who sleeps in medium or heavier armor is fatigued the next day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Enfilading Fire	&amp;quot;&amp;gt;	Enfilading Fire	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	Your ranged attacks take advantage of the flanking maneuvers of allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot, Precise Shot, one other teamwork feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Enforcer	&amp;quot;&amp;gt;	Enforcer	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at causing fear in those you brutalize.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Intimidate 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Enlarge Spell	&amp;quot;&amp;gt;	Enlarge Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can increase the range of your spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./ level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ensemble	&amp;quot;&amp;gt;	Ensemble	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	You can create an ensemble of skilled and amateur performers to aid you in your performance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Perform 5 ranks	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If you possess one or more levels of the bard class, you can choose any one ally within 2 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Escape Route	&amp;quot;&amp;gt;	Escape Route	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	You have trained to watch your allies' backs, covering them as they make tactical withdraws.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Eschew Materials	&amp;quot;&amp;gt;	Eschew Materials	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can cast many spells without needing to utilize minor material components.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Exceptional Pull	&amp;quot;&amp;gt;	Exceptional Pull	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have mastered techniques to get the most out of composite bows.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Deadly Aim, base attack bonus +3.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you wield a ranged weapon that you are proficient with and that has a strength rating, add 2 to the weapon’s strength rating. You don’t take a penalty on attack rolls for having a Strength modifier lower than the strength rating of a weapon, provided you’re proficient with that weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Exhausting Critical	&amp;quot;&amp;gt;	Exhausting Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits cause opponents to become exhausted.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, Tiring Critical, base attack bonus +15.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Exotic Weapon Proficiency	&amp;quot;&amp;gt;	Exotic Weapon Proficiency	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You make attack rolls with the weapon normally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A character who uses a weapon with which he is not proficient takes a -4 penalty on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Expanded Resistance	&amp;quot;&amp;gt;	Expanded Resistance	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have expanded your natural resistance to magic to encompass different kinds of magic.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gnome, illusion resistance racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You may select this feat more than once. Its effects do not stack. Each time you select it, it applies to a different school of magic.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Exploit Lore	&amp;quot;&amp;gt;	Exploit Lore	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Monster lore class feature, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Explosive Escape	&amp;quot;&amp;gt;	Explosive Escape	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you escape a grapple, you send your opponents sailing away from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	 Dex 13+, Str 13+, Improved Grapple, Improved Unarmed Strike	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you succeed at a combat maneuver check to break a grapple, you can choose to throw back any enemies participating in the grapple who are up to one size category larger than you. Such foes are thrown 5 feet directly away from you and take an amount of nonlethal damage equal to that of your unarmed attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extend Spell	&amp;quot;&amp;gt;	Extend Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can make your spells last twice as long.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extended Bane	&amp;quot;&amp;gt;	Extended Bane	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your dedication knows no limit. Your wrath dies hard.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Bane	&amp;quot;&amp;gt;	Extra Bane	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your bane ability more often than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use your bane ability for 3 additional rounds per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Cantrips or Orisons	&amp;quot;&amp;gt;	Extra Cantrips or Orisons	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are a master of minor spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ability to cast cantrips or orisons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add two cantrips to your cantrips known or two orisons to your orisons known.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you do, add two cantrips or orisons to your spells known.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Channel	&amp;quot;&amp;gt;	Extra Channel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can channel divine energy more often.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can channel energy two additional times per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Discovery	&amp;quot;&amp;gt;	Extra Discovery	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have made a new alchemical discovery.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Discovery class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional discovery. You must meet all of the prerequisites for this discovery.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Discovery multiple times.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Hex	&amp;quot;&amp;gt;	Extra Hex	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have learned the secrets of a new hex.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Hex class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional hex. You must meet all of the prerequisites for this hex.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Hex multiple times.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Ki	&amp;quot;&amp;gt;	Extra Ki	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your ki pool more times per day than most.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ki pool class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your ki pool increases by 2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Ki multiple times. Its effects stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Lay On Hands	&amp;quot;&amp;gt;	Extra Lay On Hands	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your lay on hands ability more often.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use your lay on hands ability two additional times per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Lay On Hands multiple times. Its effects stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Mercy	&amp;quot;&amp;gt;	Extra Mercy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your lay on hands ability adds an additional mercy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lay on hands class feature, mercy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new mercy.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Panache	&amp;quot;&amp;gt;	Extra Panache	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have more panache than the ordinary swashbuckler.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Panache class feature	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain two more panache points at the start of each day, and your maximum panache increases by two.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	If you have levels in the swashbuckler class, you can take this feat multiple times. Its effects stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Performance	&amp;quot;&amp;gt;	Extra Performance	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your bardic performance ability more often than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bardic performance class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use bardic performance for 6 additional rounds per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Performance multiple times. Its effects stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Rage	&amp;quot;&amp;gt;	Extra Rage	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your rage ability more than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Rage class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can rage for 6 additional rounds per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Rage multiple times. Its effects stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Rage Power	&amp;quot;&amp;gt;	Extra Rage Power	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have unlocked a new ability to use while raging.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Rage power class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional rage power. You must meet all of the prerequisites for this rage power.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Rage Power multiple times.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Extra Rogue Talent	&amp;quot;&amp;gt;	Extra Rogue Talent	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Through constant practice, you have learned how to perform a special trick.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Rogue talent class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Extra Rogue Talent multiple times.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Eyes of Judgment	&amp;quot;&amp;gt;	Eyes of Judgment	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The true motives of creatures cannot escape your discerning gaze.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Detect alignment class feature, caster level 6th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	False Opening	&amp;quot;&amp;gt;	False Opening	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Far Shot	&amp;quot;&amp;gt;	Far Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are more accurate at longer ranges.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You suffer a -2 penalty per full range increment between you and your target.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Far Traveler	&amp;quot;&amp;gt;	Far Traveler	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You've taken the time to learn the languages of natives during your travels.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lucht, Linguistics 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Upon taking this feat, you immediately gain a bonus language. You then gain an additional bonus language for every 4 hit dice you possess.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fast Empathy	&amp;quot;&amp;gt;	Fast Empathy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your empathic attunement to nature connects you swiftly with bestial minds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Handle Animal 5 ranks, wild empathy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Using wild empathy is a standard action for you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Using wild empathy requires 1 minute.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fast Healer	&amp;quot;&amp;gt;	Fast Healer	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You benefit greatly from your healing, be it from spells or natural healing.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, Diehard, Endurance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Favored Defense	&amp;quot;&amp;gt;	Favored Defense	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your cunning is your shield against your quarry's attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Favored enemy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new favored enemy type.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Favored Judgment	&amp;quot;&amp;gt;	Favored Judgment	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your judgment against a particular type of creature is particularly harsh.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, judgment class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different favored enemy.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fearless Aura	&amp;quot;&amp;gt;	Fearless Aura	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Aura of courage class feature, caster level 8th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The aura of courage affects each ally within 10 feet, and grants a +4 morale bonus on saving throws against fear effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fearless Curiosity	&amp;quot;&amp;gt;	Fearless Curiosity	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your desire to see and experience the world overrides healthy caution.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, human.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Feint Partner	&amp;quot;&amp;gt;	Feint Partner	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	A little diversion is all you need to slip through your foe's defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally's next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Felling Escape	&amp;quot;&amp;gt;	Felling Escape	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Trip.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Felling Smash	&amp;quot;&amp;gt;	Felling Smash	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You commit all your focus to a devastating blow, trying to crush your opponent to the ground.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fencing Grace	&amp;quot;&amp;gt;	Fencing Grace	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Weapon Finesse, Weapon Focus (rapier)	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ferocious Action	&amp;quot;&amp;gt;	Ferocious Action	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You ferocity is quick but shorter lived.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Ferocity racial trait, orc.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ferocious Resolve	&amp;quot;&amp;gt;	Ferocious Resolve	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your orc heritage allows you to fight on.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13, half-orc, orc ferocity racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A half-orc with the orc ferocity racial trait can fight for 1 more round after he is brought below  hit points.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ferocious Tenacity	&amp;quot;&amp;gt;	&amp;lt;s&amp;gt;Ferocious Tenacity&amp;lt;/s&amp;gt;	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	&amp;lt;s&amp;gt;You spit in the face of death.&amp;lt;/s&amp;gt;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	&amp;lt;s&amp;gt;Oruch or half-oruch, rage class feature	&amp;lt;/s&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;lt;s&amp;gt;When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point. For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to -18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at -14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.	&amp;lt;/s&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fervent Knowledge	&amp;quot;&amp;gt;	Fervent Knowledge	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Not only do you have pride in your cause, you're also well-educated in its nuance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Human, Knowledge (Local) 1 OR Knowledge (Religion) 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +3 feat bonus to a skill related to your devotion. When you select this feat, select: Knowledge/local or Knowledge/religion. You must have at least 1 rank in this skill. If you possess 10 ranks in the appropriate skill, this increases to +6. In addition, once a day you may choose to roll this skill twice and take the higher of the two rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fervent Pride	&amp;quot;&amp;gt;	Fervent Pride	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your pride in your cause inspires others, and disheartens your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Human, Knowledge (Religion) 1 OR Knowledge (local) 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	&amp;quot;A number of times per day equal to your Charisma modifier (minimum 1), you may spend a move action extolling the virtues of your chosen devotion. This has one of two effects: &lt;br /&gt;
&lt;br /&gt;
:''Inspire Allies:'' A human may choose to inspire all allies within 30' with a +1 to-hit morale bonus on their next attack, so long as the attack is made as part of a charge. Allies must be able to hear and understand the speaker to be affected. &lt;br /&gt;
:''Irritate Enemies:'' Alternately, they may choose to irritate or enrage a single enemy. The enemy makes a Will save versus 10 + 1/2 the human's hd + Cha mod or suffers a -2 to attack rolls for one round. Once affected, an enemy cannot be affected by the same ability for 24 hours. &lt;br /&gt;
&lt;br /&gt;
This is a supernatural ability. You may use this ability no more than once per turn.&amp;quot;	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fervent Soul	&amp;quot;&amp;gt;	Fervent Soul	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your faith in your nation/deity/etc. provides you strength in dire circumstances.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Human, Any other Fervent feat	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your pride in your cause provides you strength under the most dire of circumstances. Once per day in defense of your cause, you may reroll a failed save. You must choose to reroll before the results are known.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fervent Spirit	&amp;quot;&amp;gt;	Fervent Spirit	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are a pillar when it comes to your belief.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Prerequisite: Human, Knowledge (Religion) 1 OR Knowledge (local) 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When acting in defense of your cause, you receive a +2 bonus to will saves. For example, an Althean defending the poor, and so on. The DM is the final adjucator. This stacks with the bonus from Iron Will.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fiendish Darkness	&amp;quot;&amp;gt;	Fiendish Darkness	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can use your darkness spell-like ability more often.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Mul'niessa	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use darkness three times per day as a spell-like ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Mul'niessa can use darkness once per day as a spell-like ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fight On	&amp;quot;&amp;gt;	Fight On	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can keep fighting even after you should be dead.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, you can gain a number of temporary hit points equal to your Constitution score. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Final Embrace	&amp;quot;&amp;gt;	Final Embrace	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Int 3; Druid 4 or Skinwalker; base attack bonus +3.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size. Only usable in a form that normally possesses the constrict special attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can grab and constrict creatures one size smaller than you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Final Embrace Horror	&amp;quot;&amp;gt;	Final Embrace Horror	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your constricting attack has become stronger and more lethal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 15, Int 3; Druid 4 or Skinwalker; Final Embrace; base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	A creature that takes damage from your constrict attack is also shaken until the start of your next turn.  Only usable in a form that normally possesses the constrict special attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Final Embrace Master	&amp;quot;&amp;gt;	Final Embrace Master	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Few creatures can survive the crushing horror of your Final Embrace.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 17, Int 3; Druid 4 or Skinwalker; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Double the number of damage dice for your constrict special attack.  Only usable in a form that normally possesses the constrict special attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fire Hand	&amp;quot;&amp;gt;	Fire Hand	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Born with a torch in your hand, you have a gift with anything that burns.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fire Music	&amp;quot;&amp;gt;	Fire Music	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your ability to command fire and bardic music has created a strange blend of both magics.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire descriptor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fire Tamer	&amp;quot;&amp;gt;	Fire Tamer	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You know your way around even magical fire.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Firearm Mastery	&amp;quot;&amp;gt;	Firearm Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You reload firearms quickly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Exotic Weapon Proficiency (Firearms), Point Blank Shot, Rapid Reload (Firearms)	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You may reload one or two-handed firearms as a free action. In addition, you do not provoke attacks of opportunity when firing or reloading with your firearm.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Flanking Foil	&amp;quot;&amp;gt;	Flanking Foil	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Fighting multiple foes is easy for you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is f lanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Flaring Spell	&amp;quot;&amp;gt;	Flaring Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring spell uses up a spell slot one level higher than the spell's actual level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fleet	&amp;quot;&amp;gt;	Fleet	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are faster than most.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. The effects stack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Flight of Serenity	&amp;quot;&amp;gt;	Flight of Serenity	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Call upon the serenity of the sky to calm others' rage	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin, HD 8+, Wis 15	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Long has your race strived for inner peace. By focusing upon the teachings of the shamans and the serenity of the skies, you may distract others from their rage. As a full-round action, you seek to distract your opponent from their anger, be it via a peaceful display of aerial acrobatics, inspiring words, or some other means. Despite the name of this feat, you do not need to be aloft to use its benefits. Use of this feat counts as a mind-effecting effect directed against a singular opponent within 30 feet. The opponent must make a will save versus 10 + 1/2 your hit dice + your Cha modifier. Failure suppresses their anger for one round, until just before your next action. This temporarily suppresses effects such as rage, and the opponent may neither attack nor cast offensive spells for the duration. You may attempt this maneuver once per day per four hit dice you have attained. Creatures immune to mind-effecting spells or conditions are immune to this ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Flyby Attack	&amp;quot;&amp;gt;	Flyby Attack	&amp;lt;/span&amp;gt;''' 	(	Monster	)&amp;lt;br /&amp;gt;	This creature can make an attack before and after it moves while flying.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin HD 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Without this feat, the creature takes a standard action either before or after its move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Focused Shot	&amp;quot;&amp;gt;	Focused Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your anatomical insight adds deadliness to your shots.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Point Blank Shot, Precise Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you may make an attack with a bow, crossbow, or firearm, and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Focused Spell	&amp;quot;&amp;gt;	Focused Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Focusing Blow	&amp;quot;&amp;gt;	Focusing Blow	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	You and your allies work together to shake off mental effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Hobgoblin Discipline, arvek nar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Following Step	&amp;quot;&amp;gt;	Following Step	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can repeatedly close the distance when foes try to move away, without impeding your normal movement.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Step Up.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can only take a 5-foot step to follow an opponent using Step Up.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Forge Ring	&amp;quot;&amp;gt;	Forge Ring	&amp;lt;/span&amp;gt;''' 	(	Item Creation	)&amp;lt;br /&amp;gt;	You can create magic rings.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Caster level 7th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fortified Armor Training	&amp;quot;&amp;gt;	Fortified Armor Training	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned to let your armor bear the brunt of the worst attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficient with armor or shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Fortitude of Giants	&amp;quot;&amp;gt;	Fortitude of Giants	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your great mass and vigor allows you to shrug off the effects of poison and fatigue.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 14, Great Fortitude, Giantborn	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you attempt a saving throw against a poison effect or an effect that inflicts the fatigued condition, roll twice and take the higher	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Friendly Fire Maneuvers	&amp;quot;&amp;gt;	Friendly Fire Maneuvers	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	You and your teammates can anticipate one another's ranged attacks and stay out of each others' way.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Point-Blank Shot, Precise Shot	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe's attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Furious Focus	&amp;quot;&amp;gt;	Furious Focus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, base attack bonus +1.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Gang Up	&amp;quot;&amp;gt;	Gang Up	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are adept at using greater numbers against foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must be positioned opposite an ally to f lank an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Giant Killer	&amp;quot;&amp;gt;	Giant Killer	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your cleaving strokes menace giants and larger foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Giant's Crush	&amp;quot;&amp;gt;	Giant's Crush	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you strike hard, you knock smaller foes off their feet.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you hit a creature at least one size category smaller than you with a melee attack while using both Power Attack and Vital Strike, the creature that you attacked is also knocked prone. A successful Reflex save negates this effect (DC = 10 + your base attack bonus). You must choose to use this feat before making the attack roll.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	This effect stacks with the effect of Giant’s Wallop.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Giant's Fists	&amp;quot;&amp;gt;	Giant's Fists	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You bear the heritage of giants.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a swift action, you may summon the power of your inheritance into your fists, encasing them in fire, cold, and so forth. The exact element is dependent upon your Awaken the Giant feat. Doing so encases your fists in that element for 1 round. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. This does not stack with other effects that add elemental damage of that type to weapons or unarmed strikes, such as the flaming special ability. You may do this a number of times per day equal to your Constitution modifier. This ability only affects your Smashing Fists unarmed strikes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Giant's Wallop	&amp;quot;&amp;gt;	Giant's Wallop	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you strike, you knock the sense out of smaller foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Prerequisites: Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you hit a creature at least one size category smaller than you with a melee attack while using both Power Attack and Vital Strike, the creature you attacked is also dazed for 1 round. A successful Fortitude save negates this effect (DC = 10 + your base attack bonus). You must choose to use this feat before making the attack roll.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Gliding Steps	&amp;quot;&amp;gt;	Gliding Steps	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You skate across the surface of the earth as if gliding on ice.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dodge, Mobility, Nimble Moves, ki pool.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Gnome Trickster	&amp;quot;&amp;gt;	Gnome Trickster	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your arcane talents go beyond the illusory.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, gnome, gnome magic racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day-mage hand and prestidigitation.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Go Unnoticed	&amp;quot;&amp;gt;	Go Unnoticed	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your small size lets you quickly duck out of sight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, gnome, gobber, lucht	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Goblin Accuracy	&amp;quot;&amp;gt;	Goblin Accuracy	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Illusions are easier for you than others	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	This is Elven Accuracy, but for goblins with guns. See the Elven Accuracy entry.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Goblin Cleaver	&amp;quot;&amp;gt;	Goblin Cleaver	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are ferocious at hewing smaller opponents.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Cleave, Power Attack, Khazad	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Goblin Gunslinger	&amp;quot;&amp;gt;	Goblin Gunslinger	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned how to fire the big guns.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gobber	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You take a -2 penalty when using an inappropriately sized weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Gorgon's Fist	&amp;quot;&amp;gt;	Gorgon's Fist	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With one well-placed blow, you leave your target reeling.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Unarmed Strike, Scorpion Style, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Gory Finish	&amp;quot;&amp;gt;	Gory Finish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dazzling Display, Weapon Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Got Your Back	&amp;quot;&amp;gt;	Got Your Back	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You protect an ally from attacks he doesn't see coming.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13+, Combat Expertise	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	If you successfully use the aid another action to give an ally who also has this feat a +2 bonus to AC against an opponent’s next attack, the ally is also not considered flanked or flat-footed against that opponent until the beginning of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You can use aid another to grant an ally a +2 bonus to AC against the next attack from an adjacent foe.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Grant Initiative	&amp;quot;&amp;gt;	Grant Initiative	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Not only are you a master at taking the initiative, but you can also grant it to someone else.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cunning initiative class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Grappled Caster	&amp;quot;&amp;gt;	Grappled Caster	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You've trained yourself to cast spells while wrestling an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Casting	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +4 bonus on concentration checks to cast spells while grappled. This bonus stacks with the bonus granted by Combat Casting.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Great Cleave	&amp;quot;&amp;gt;	Great Cleave	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can strike many adjacent foes with a single blow.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Cleave, Power Attack, base attack bonus +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Great Fortitude	&amp;quot;&amp;gt;	Great Fortitude	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are resistant to poisons, diseases, and other maladies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Fortitude saving throws.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Blighted Critical	&amp;quot;&amp;gt;	Greater Blighted Critical	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Blighted Critical, caster level 12th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random major spellblight (see page 96).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Blind-Fight	&amp;quot;&amp;gt;	Greater Blind-Fight	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your enemies cannot hide from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Perception 15 ranks, Improved Blind-Fight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Bull Rush	&amp;quot;&amp;gt;	Greater Bull Rush	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your bull rush attacks throw enemies off balance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Creatures moved by bull rush do not provoke attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Channel Smite	&amp;quot;&amp;gt;	Greater Channel Smite	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You empower your weapon with the might of your deity, which you discharge as you strike your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, Channel Smite, base attack bonus +8.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from your channel energy feature form a pool of damage dice you can access to further damage creatures normally harmed by the energy you are channeling-undead for positive energy, living creatures for negative energy. Prior to making each melee attack, allocate dice from the pool to be used as extra damage dice if you hit. Your target can make a Will save, as normal, to halve this extra damage. This extra damage is not multiplied when you score a critical hit. If you miss, the extra damage dice remain in your pool, but any dice left unexpended at the end of your turn are wasted.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Dirty Trick	&amp;quot;&amp;gt;	Greater Dirty Trick	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you pull a dirty trick, your foe is truly hindered.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. In addition, removing the condition requires the target to spend a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target's CMD. Removing the condition requires the target to spend a move action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Disarm	&amp;quot;&amp;gt;	Greater Disarm	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can knock weapons far from an enemy's grasp.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Disarmed weapons and gear land at the feet of the disarmed creature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Drag	&amp;quot;&amp;gt;	Greater Drag	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Foes that you drag are thrown out of balance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Improved Drag, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Creatures moved by drag do not provoke attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Elemental Focus	&amp;quot;&amp;gt;	Greater Elemental Focus	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Elemental Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Feint	&amp;quot;&amp;gt;	Greater Feint	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at making foes overreact to your attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Expertise, Improved Feint, base attack bonus +6, Int 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	A creature you feint loses its Dexterity bonus against your next attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Grapple	&amp;quot;&amp;gt;	Greater Grapple	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Maintaining a grapple is second nature to you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Maintaining a grapple is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Mercy	&amp;quot;&amp;gt;	Greater Mercy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your mercy has incredible recuperative properties.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, lay on hands class feature, mercy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Overrun	&amp;quot;&amp;gt;	Greater Overrun	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Enemies must dive to avoid your dangerous move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Overrun, Power Attack, base attack bonus +6, Str 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Creatures knocked prone by your overrun do not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Penetrating Strike	&amp;quot;&amp;gt;	Greater Penetrating Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your attacks penetrate the defenses of most foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Penetrating Strike, Weapon Focus, 16th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/-).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Rending Fury	&amp;quot;&amp;gt;	Greater Rending Fury	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When your claws latch on to an opponent, the effect is bloody and horrific.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Rending Fury, Rending Fury, base attack bonus +12, Druid 5+ or rend ability	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Reposition	&amp;quot;&amp;gt;	Greater Reposition	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you reposition foes, they are left vulnerable to the attacks of your allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Creatures moved by reposition do not provoke attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Shield Focus	&amp;quot;&amp;gt;	Greater Shield Focus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at def lecting blows with your shield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Focus, Shield Proficiency, 8th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Shield Specialization	&amp;quot;&amp;gt;	Greater Shield Specialization	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your masterful shieldwork provides even greater protection to your vital areas.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls (this bonus stacks with that from Shield Specialization). In addition, once per day you may negate a critical hit, and damage is instead rolled normally.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Spell Focus	&amp;quot;&amp;gt;	Greater Spell Focus	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spell Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Spell Penetration	&amp;quot;&amp;gt;	Greater Spell Penetration	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your spells break through spell resistance much more easily than most.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Spell Penetration.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Sunder	&amp;quot;&amp;gt;	Greater Sunder	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Sunder, Power Attack, base attack bonus +6, Str 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Trip	&amp;quot;&amp;gt;	Greater Trip	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make free attacks on foes that you knock down.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Combat Expertise, Improved Trip, base attack bonus +6, Int 13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Creatures do not provoke attacks of opportunity from being tripped.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Two-Weapon Fighting	&amp;quot;&amp;gt;	Greater Two-Weapon Fighting	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are incredibly skilled at fighting with two weapons at the same time.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a third attack with your off-hand weapon, albeit at a -10 penalty.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Vital Strike	&amp;quot;&amp;gt;	Greater Vital Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make a single attack that deals incredible damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Vital Strike, Vital Strike, base attack bonus +16.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage (such as sneak attack), and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Weapon Focus	&amp;quot;&amp;gt;	Greater Weapon Focus	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Weapon Specialization	&amp;quot;&amp;gt;	Greater Weapon Specialization	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Whip Mastery	&amp;quot;&amp;gt;	Greater Whip Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can use a whip to make combat maneuvers with ease.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. Attack: You cannot use your whip to attack while you are using it to grapple an opponent. Damage: When dealing damage to your grappled opponent, you deal your whip's weapon damage rather than your unarmed strike damage. Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple. Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip's reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat. Tie Up: While adjacent to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather than pinned, you take only a -5 penalty on the combat maneuver check rather than the normal -10.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Greater Wild Empathy	&amp;quot;&amp;gt;	Greater Wild Empathy	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your natural empathy stretches across the world of nature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Knowledge (nature) 5 ranks, wild empathy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one of the following kinds of creatures: elementals, fey, lycanthropes, plants, or vermin. You may inf luence creatures of that type with wild empathy, if their Intelligence score is 1 or 2, or they do not possess an Intelligence score. Once you choose the type of creature, it cannot be changed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You may select this feat more than once. Each time, you may choose an additional creature type to inf luence.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Groundling	&amp;quot;&amp;gt;	Groundling	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can speak with burrowing animals.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, gnome, gnome magic racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your gnome speak with animals ability once per day to speak with any animal, as usual.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Guardian of the Skies	&amp;quot;&amp;gt;	Guardian of the Skies	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You've trained yourself for combat in the sky.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Egalrin	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When beneath an open sky and flying, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Guardian of the Wild	&amp;quot;&amp;gt;	Guardian of the Wild	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your mystic connection with the wilderness enhances your ability to react to threats.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Llyranesi, Sylvanori	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Guided Hand	&amp;quot;&amp;gt;	Guided Hand	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your deity blesses any strike you make with that deity's favored weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Gunpowder Rune	&amp;quot;&amp;gt;	Gunpowder Rune	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Engrave gunpowder. Into your skin.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Gobber, Int 13, BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	By spending ten minutes, you can bind a touch of gunpowder and artifice into an old scar. The next time you're hit in combat, it explodes. You take 1d6 points of damage, which may not be prevented by damage reduction (gods, boy, it's your SKIN!) and may make a free Dirty Trick roll versus your opponent as though you possessed the Greater Dirty Trick feat, though you receive no feat bonus to this roll (unless you actually possess these feats). Once used, you cannot prepare another until the damage is healed or you've rested for 8 hours, whichever comes last.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Hammer the Gap	&amp;quot;&amp;gt;	Hammer the Gap	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You repeatedly strike the same location, causing increasing amounts of damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Hardened Gears	&amp;quot;&amp;gt;	Hardened Gears	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The hardened nature of your internal gears makes them resistant to attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Character level 6, War Golem	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your interior gears and switches are distributed all over your body. You possess a 25 pct chance to ignore extra damage from critical hits and sneak attacks. This considered a form of fortification, and does not stack with other sources.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Harrying Partners	&amp;quot;&amp;gt;	Harrying Partners	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	Your movements syncronize with your teammate's. 	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Any other teamwork feat, BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, the benefit from aid another lasts until the beginning of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	The bonus granted by aid another either grants your ally a +2 bonus on her next attack roll against an opponent or grants your ally a +2 bonus to AC against that opponent’s next attack made before the beginning of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Haunted Gnome	&amp;quot;&amp;gt;	Haunted Gnome	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You use your gnome magic to take on an eerie illusory appearance.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You add haunted fey aspect (page 230) to your list of gnome magic spell-like abilities, and you can use this spell-like ability twice per day.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Haunted Gnome Assault	&amp;quot;&amp;gt;	Haunted Gnome Assault	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Discharging your disturbing glamer as you strike a telling blow, you haunt a foe with lingering fear.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, gnome magic racial trait, Haunted Gnome, Knowledge (arcana) 3 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for which you have no daily uses remaining, you can expend this independent use to do so. Further, while you are under the effect of haunted fey aspect (page 230), you can discharge that spell as a free action after you hit an opponent with a charge attack or score a critical hit against an opponent. If you do, that opponent becomes shaken for 1 round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Haunted Gnome SHroud	&amp;quot;&amp;gt;	Haunted Gnome SHroud	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your disturbing glamer expands to make your exact location hard to pinpoint.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, gnome magic racial trait, Haunted Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, you also have concealment (20% miss chance) against an opponent until that opponent deals you damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Heavy Armor Proficiency	&amp;quot;&amp;gt;	Heavy Armor Proficiency	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at wearing heavy armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Light Armor Proficiency, Medium Armor Proficiency.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	See Armor Proficiency, Light.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	See Armor Proficiency, Light.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Heighten Spell	&amp;quot;&amp;gt;	Heighten Spell	&amp;lt;/span&amp;gt;''' 	(	Metamagic	)&amp;lt;br /&amp;gt;	You can cast spells as if they were a higher level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Hero's Display	&amp;quot;&amp;gt;	Hero's Display	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a dramatic flourish you display your weapons to the crowd. Onlookers are elated, and your enemies are demoralized.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dazzling Display, Weapon Focus, and proficiency with the selected weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain a +2 bonus on the performance combat check and make an Intimidate check to demoralize all foes within 30 feet who can see your display.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Heroic Defiance	&amp;quot;&amp;gt;	Heroic Defiance	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You struggle on when others would fall.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Diehard, Endurance, base Fortitude save +8.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day as an immediate action you can delay the onset of one harmful condition or aff liction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Heroic Leader	&amp;quot;&amp;gt;	Heroic Leader	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Whether part of a partnership or an army, you stand head and shoulders above your companions.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13+; any combat feat; ability to gain an animal companion, familiar, or mount	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your animal companion, cohort, eidolon, familiar, or mount doesn’t count as threatening your opponent for the purposes of feats that require you to be the only character threatening a target. Allies with Hit Dice equal to or less than 1/2 your own Hit Dice don’t count as threatening opponents for the purposes of such feats.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Heroic Recovery	&amp;quot;&amp;gt;	Heroic Recovery	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can throw off the effects of crippling conditions.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Diehard, Endurance, base Fortitude save +4.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day as a standard action you may attempt a new saving throw against a harmful condition or aff liction requiring a Fortitude save that is affecting you. If this save against the aff liction fails, there is no additional effect, but a successful save counts toward curing an aff liction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Heroic Will	&amp;quot;&amp;gt;	Heroic Will	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your indomitable will breaks free from mental shackles.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Iron Will, base Will save +4, human.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you are dominated, controlled, or cannot take an action because of the effect against which you are trying to make a new saving throw, you can make this saving throw at the start of the turn as no action, but on a success, your turn ends. You cannot use this feat to remove instantaneous effects, effects that do not require a Will save, or effects that do not allow a saving throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Hex Strike	&amp;quot;&amp;gt;	Hex Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Chanting and cursing, you put a hex on your enemy as part of your unarmed strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Hex class feature, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Hobgoblin Discipline	&amp;quot;&amp;gt;	Hobgoblin Discipline	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	The presence of other hobgoblins bolsters your resolve.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +1, arvek nar	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Horde Charge	&amp;quot;&amp;gt;	Horde Charge	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	When you charge with an ally, you are more deadly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Base attack bonus +1, half-oruch, oruch	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Horse Lord	&amp;quot;&amp;gt;	Horse Lord	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You share a special bond with the traditional mounts of the arvek cavalry.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arvek Nar, Handle Animal 1	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	A trait considered desirable by the arvek nar. This trait, should it develop or be born within an individual, is highly prized among their armies, and you receive a +2 to all diplomacy checks with others of your kind. An individual with this trait possesses a unique connection with the horse, and receives a +2 to Handle Animal and Wild Empathy checks with this creature. In addition, they may Speak with Animals (horse only) at will.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Human Improvisation	&amp;quot;&amp;gt;	Human Improvisation	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You're good at making things up.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, human	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 bonus on all skill checks for skills you have no ranks in. You may also roll these skills untrained.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Impact Critical Shot	&amp;quot;&amp;gt;	Impact Critical Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	With a series of ranged attacks, you bring your foes to their knees or force them to move.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Point-Blank Shot, base attack bonus +9.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent's CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You must perform a bull rush combat maneuver to bull rush an opponent, and you must perform a trip combat maneuver to trip an opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Impaling Critical	&amp;quot;&amp;gt;	Impaling Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your critical hits can skewer your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon's damage dice plus the extra damage dice from your weapon's properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Back to Back	&amp;quot;&amp;gt;	Improved Back to Back	&amp;lt;/span&amp;gt;''' 	(	General, Teamwork	)&amp;lt;br /&amp;gt;	After much practice, you and an ally have become adept at fighting in close proximity to one another.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Back to Back, Perception 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC against all flankers until the start of your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Blind-Fight	&amp;quot;&amp;gt;	Improved Blind-Fight	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your keen senses guide your hand against hidden foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Perception 10 ranks, Blind-Fight.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Bull Rush	&amp;quot;&amp;gt;	Improved Bull Rush	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at pushing your foes around.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a bull rush combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Channel	&amp;quot;&amp;gt;	Improved Channel	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your channeled energy is harder to resist.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Channel energy class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Charging Hurler	&amp;quot;&amp;gt;	Improved Charging Hurler	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Every muscle in your body adds its force to your thrown weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Charging Hurler, Point-Blank Shot.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus on damage rolls.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Using Charging Hurler requires you to end your movement within 3 feet of your opponent.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Cleaving Finish	&amp;quot;&amp;gt;	Improved Cleaving Finish	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can cut down many opponents in a single strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can use Cleaving Finish any number of times per round.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Counterspell	&amp;quot;&amp;gt;	Improved Counterspell	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are skilled at countering the spells of others using similar spells.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Critical	&amp;quot;&amp;gt;	Improved Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Attacks made with your chosen weapon are quite deadly.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Proficient with weapon, BAB 8+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using the weapon you selected, your threat range is doubled.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Devastating Strike	&amp;quot;&amp;gt;	Improved Devastating Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	The fury and power channeled through your attack is enough to kill a lesser being outright.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Devastating Strike, Vital Strike, base attack bonus +13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Dirty Trick	&amp;quot;&amp;gt;	Improved Dirty Trick	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at pulling dirty tricks on your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a dirty trick combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Disarm	&amp;quot;&amp;gt;	Improved Disarm	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at knocking weapons from a foe's grasp.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a disarm combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Drag	&amp;quot;&amp;gt;	Improved Drag	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at dragging foes around the battlefield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a drag combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Feint	&amp;quot;&amp;gt;	Improved Feint	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at fooling your opponents in combat.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can make a Bluff check to feint in combat as a move action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Feinting in combat is a standard action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Feint Partner	&amp;quot;&amp;gt;	Improved Feint Partner	&amp;lt;/span&amp;gt;''' 	(	Combat, Teamwork	)&amp;lt;br /&amp;gt;	Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Feint Partner	&amp;quot;&amp;gt;	Improved Feint Partner	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bluff 1 rank, Combat Reflexes, Feint Partner, BAB 6+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Grapple	&amp;quot;&amp;gt;	Improved Grapple	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at grappling opponents.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 13, Improved Unarmed Strike.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a grapple combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Great Fortitude	&amp;quot;&amp;gt;	Improved Great Fortitude	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Great Fortitude.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Horse Lord	&amp;quot;&amp;gt;	Improved Horse Lord	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You share a special bond with the traditional mounts of the arvek cavalry.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You and your mount move as one. Should you have an equine as a mount, treat its intelligence as 3 higher for the purpose of the number of tricks it may learn. In addition, whenever you use Mounted Combat to avoid damage, roll twice, and take the better of the two results.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Impaling Critical	&amp;quot;&amp;gt;	Improved Impaling Critical	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	When you impale a target, you hinder its movement and can cause severe bleeding.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon's damage dice result once per round at the start of that opponent's turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Initiative	&amp;quot;&amp;gt;	Improved Initiative	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your quick ref lexes allow you to react rapidly to danger.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +4 bonus on initiative checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Iron Will	&amp;quot;&amp;gt;	Improved Iron Will	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your clarity of thought allows you to resist mental attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Iron Will.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Ki Throw	&amp;quot;&amp;gt;	Improved Ki Throw	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your enemies are living weapons in your hands.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Improved Bull Rush, Ki Throw.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with a -4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target's square, while the secondary target is pushed back and knocked prone in an adjacent square. If the check fails, the thrown creature lands prone in the nearest square you threaten adjacent to the secondary target. If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of -4 on your combat maneuver check for each target after the first.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	A monk may take this as a bonus feat at 14th level.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Lightning Reflexes	&amp;quot;&amp;gt;	Improved Lightning Reflexes	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have a knack for avoiding danger all around you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Lightning Reflexes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, you may reroll a Ref lex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Monster Lore	&amp;quot;&amp;gt;	Improved Monster Lore	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are obsessed with the abilities and weaknesses of monsters.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Monster lore class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Natural Attack	&amp;quot;&amp;gt;	Improved Natural Attack	&amp;lt;/span&amp;gt;''' 	(	Monster	)&amp;lt;br /&amp;gt;	Attacks made by one of this creature's natural attacks leave vicious wounds.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Natural weapon, BAB 4+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 	This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.	&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Overrun	&amp;quot;&amp;gt;	Improved Overrun	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at running down your foes.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing an overrun combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Precise Shot	&amp;quot;&amp;gt;	Improved Precise Shot	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your ranged attacks ignore anything but total concealment and cover.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 19, Point-Blank Shot, Precise Shot, BAB 11+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	See the normal rules on the effects of cover and concealment in Chapter 8.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Rending Fury	&amp;quot;&amp;gt;	Improved Rending Fury	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Honing the deadliness of your claws, you are a living hurricane of rending fury.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Rending Fury, base attack bonus +9, rend special attack or druid 5+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Reposition	&amp;quot;&amp;gt;	Improved Reposition	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You have learned how to force your enemies to move around the battlefield.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a reposition combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Second Chance	&amp;quot;&amp;gt;	Improved Second Chance	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can turn a missed strike into a second chance without sacrificing later attacks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise, Second Chance, BAB 11+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a -5 penalty to each attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	When using the Second Chance feat, you must normally forgo the rest of your attacks that turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Shield Bash	&amp;quot;&amp;gt;	Improved Shield Bash	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can protect yourself with your shield, even if you use it to attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Shield Proficiency.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you perform a shield bash, you may still apply the shield's shield bonus to your AC.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Chapter 6).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Sidestep	&amp;quot;&amp;gt;	Improved Sidestep	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are adept at sidestepping your opponent's melee attacks without compromising your mobility.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 15, Dodge, Mobility, Sidestep.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed if you take an action to move during your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	If you use the Sidestep feat, you cannot take a 5-foot step during your next turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Stalwart	&amp;quot;&amp;gt;	Improved Stalwart	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You can roll with the punches while simultaneously striking back at your attackers.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Diehard, Endurance, Stalwart, base attack bonus +11.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Double the DR you gain from Stalwart, to a maximum of DR 10/-.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Stonecunning	&amp;quot;&amp;gt;	Improved Stonecunning	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your sense for stonework is uncanny.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Wis 13, khazad-aul, stonecunning racial trait.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability's normal bonus on Perception checks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Sunder	&amp;quot;&amp;gt;	Improved Sunder	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at damaging your foes' weapons and armor.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Str 13, Power Attack, BAB 1+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a sunder combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Trip	&amp;quot;&amp;gt;	Improved Trip	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at sending your opponents to the ground.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Int 13, Combat Expertise.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	You provoke an attack of opportunity when performing a trip combat maneuver.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Two-Weapon Feint	&amp;quot;&amp;gt;	Improved Two-Weapon Feint	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your primary weapon keeps a foe off balance, allowing you to slip your off-hand weapon past his defenses.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully feint, that opponent is denied his Dexterity bonus to AC until the end of your turn.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Two-Weapon Fighting	&amp;quot;&amp;gt;	Improved Two-Weapon Fighting	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at fighting with two weapons.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Dex 17, Two-Weapon Fighting, base attack bonus +6.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Without this feat, you can only get a single extra attack with an off-hand weapon.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Unarmed Strike	&amp;quot;&amp;gt;	Improved Unarmed Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are skilled at fighting while unarmed.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Vital Strike	&amp;quot;&amp;gt;	Improved Vital Strike	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can make a single attack that deals a large amount of damage.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Vital Strike, BAB 11+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improved Whip Mastery	&amp;quot;&amp;gt;	Improved Whip Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You are able to entangle opponents with the coils of your whip.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Weapon Focus (whip), Whip Mastery, base attack bonus +5.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip's reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip's reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Improvised Weapon Mastery	&amp;quot;&amp;gt;	Improvised Weapon Mastery	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Catch Off-Guard or Throw Anything, BAB 8+	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of 2.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	In Harm's Way	&amp;quot;&amp;gt;	In Harm's Way	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	You put yourself in danger's path to save your allies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bodyguard.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Insightful Gaze	&amp;quot;&amp;gt;	Insightful Gaze	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	In your personal interactions, you notice what others don't. It's hard to get anything past you.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Stern gaze class feature, Sense Motive 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Instant Judgment	&amp;quot;&amp;gt;	Instant Judgment	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your hastiest condemnations can have power.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Second judgment class feature.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You can spend an immediate action to pronounce a judgment or change an active judgment.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  	Pronouncing or changing a judgment requires a swift action.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Intimidating Bane	&amp;quot;&amp;gt;	Intimidating Bane	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your bane weapon strikes fear into your enemies.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Bane class feature, Dazzling Display, Weapon Focus, character level 8th.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the type your bane weapon currently affects. Such creatures remain shaken while your bane feature is still active and effective against their creature type.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Intimidating Confidence	&amp;quot;&amp;gt;	Intimidating Confidence	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have boundless faith in your success.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13, Fearless Curiosity, Intimidate 5 ranks, human.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a critical hit, as a free action you can make an Intimidate check to demoralize one creature you threaten. If you have the Dazzling Display feat, you can make Intimidate checks to demoralize all creatures you threaten instead. You gain a +2 bonus on this check if your weapon has a x3 critical modifier, or +4 if it has a x4 critical modifier.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Intimidating Gaze	&amp;quot;&amp;gt;	Intimidating Gaze	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	There is something in your eyes that scares people.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Cha 13+, stern gaze class feature, Intimidate 5 ranks.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Intimidating Prowess	&amp;quot;&amp;gt;	Intimidating Prowess	&amp;lt;/span&amp;gt;''' 	(	Combat	)&amp;lt;br /&amp;gt;	Your physical might is intimidating to others.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Intimidating Size	&amp;quot;&amp;gt;	Intimidating Size	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are a mountain.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Giantborn, Intimidate 5, 7' or higher in height	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	When using intimidate, roll twice and take the higher of the two results.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Iron Will	&amp;quot;&amp;gt;	Iron Will	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You are more resistant to mental effects.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	--	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You get a +2 bonus on all Will saving throws.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ironguts	&amp;quot;&amp;gt;	Ironguts	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	You have an especially strong stomach.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;										&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''&amp;lt;span id=&amp;quot;	Ironhide	&amp;quot;&amp;gt;	Ironhide	&amp;lt;/span&amp;gt;''' 	(	General	)&amp;lt;br /&amp;gt;	Your skin is thicker and more resilient than that of most of your people.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Prereq:''' &amp;lt;/span&amp;gt; 	Con 13; half-orc, oruch, sith-makar, khazad-mornir	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;'''Benefit:''' &amp;lt;/span&amp;gt; 	You gain a +1 natural armor bonus due to your unusually tough hide.	&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Normal:'' &amp;lt;/span&amp;gt;  		&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;{{Indent|5}}&amp;quot;&amp;gt;''Special:'' &amp;lt;/span&amp;gt; 		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|FeatsDescriptionEI]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:FeatsSummaryEI&amp;diff=31679</id>
		<title>Template:FeatsSummaryEI</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:FeatsSummaryEI&amp;diff=31679"/>
		<updated>2019-05-30T19:31:23Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Feats&lt;br /&gt;
{{T02}}&lt;br /&gt;
| name||type||description||prerequisites&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Earth Child Binder|Earth Child Binder]]||Combat||Even the greatest giants fear your technique.||Wis 13, dwarf or gnome, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Earth Child Style|Earth Child Style]]||Combat||Your martial training makes you a dangerous and elusive target for giants.||Wis 13, dwarf or gnome, Improved Unarmed Strike, Acrobatics 3 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Earth Child Topple|Earth Child Topple]]||Combat||Your mastery of balance and momentum allows you to bring down giants with your bare hands.||Wis 13, dwarf or gnome, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Eccentric Tinker|Eccentric Tinker]]||General||Your obsessive, eccentric nature bleeds over into your tools.||Gnome&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Echoing Spell|Echoing Spell]]||Metamagic||You have learned how to release most, but not all, of a spell's potential when you cast it.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Ectoplasmic Spell|Ectoplasmic Spell]]||Metamagic||Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Effortless Trickery|Effortless Trickery]]||General||Illusions are a breeze.||Gnome&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Efreeti Stance|Efreeti Stance]]||Combat||Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes.||Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Efreeti Style|Efreeti Style]]||Combat||Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact.||Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Efreeti Touch|Efreeti Touch]]||Combat||Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire.||Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Eldritch Claws|Eldritch Claws]]||Combat||Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.||Str 15, natural weapons, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Elemental Channel|Elemental Channel]]||General||Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.||Channel energy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Elemental Fist|Elemental Fist]]||Combat||You empower your strike with elemental energy||Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Elemental Focus|Elemental Focus]]||General||Your spells of a certain element are more difficult to resist.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Elemental Spell|Elemental Spell]]||Metamagic||You can manipulate the elemental nature of your spells.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Elven Accuracy|Elven Accuracy]]||Combat||Your sharp eyesight makes difficult shots easier.||llyranesi, mul'niessa, sylvanori&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Elven Battle Training|Elven Battle Training]]||Combat||You have been specially trained to wield a variety of traditional elven weapons.||Base attack bonus +1, Llyranesi, Sylvanori&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Empower Spell|Empower Spell]]||Metamagic||You can increase the power of your spells, causing them to deal more damage.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Endurance|Endurance]]||General||Harsh conditions or long exertions do not easily tire you.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Enfilading Fire|Enfilading Fire]]||Combat, Teamwork||Your ranged attacks take advantage of the flanking maneuvers of allies.||Point-Blank Shot, Precise Shot, one other teamwork feat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Enforcer|Enforcer]]||Combat||You are skilled at causing fear in those you brutalize.||Intimidate 1 rank.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Enlarge Spell|Enlarge Spell]]||Metamagic||You can increase the range of your spells.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Ensemble|Ensemble]]||General, Teamwork||You can create an ensemble of skilled and amateur performers to aid you in your performance.||Perform 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Escape Route|Escape Route]]||General, Teamwork||You have trained to watch your allies' backs, covering them as they make tactical withdraws.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Eschew Materials|Eschew Materials]]||General||You can cast many spells without needing to utilize minor material components.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Exceptional Pull|Exceptional Pull]]||Combat||You have mastered techniques to get the most out of composite bows.||Dex 13, Deadly Aim, base attack bonus +3.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Exhausting Critical|Exhausting Critical]]||Combat||Your critical hits cause opponents to become exhausted.||Critical Focus, Tiring Critical, base attack bonus +15.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Exotic Weapon Proficiency|Exotic Weapon Proficiency]]||Combat||Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.||Base attack bonus +1.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Expanded Resistance|Expanded Resistance]]||General||You have expanded your natural resistance to magic to encompass different kinds of magic.||Gnome, illusion resistance racial trait.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Exploit Lore|Exploit Lore]]||General||You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it.||Monster lore class feature, base attack bonus +11.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Explosive Escape|Explosive Escape]]||Combat||When you escape a grapple, you send your opponents sailing away from you.|| Dex 13+, Str 13+, Improved Grapple, Improved Unarmed Strike&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extend Spell|Extend Spell]]||Metamagic||You can make your spells last twice as long.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extended Bane|Extended Bane]]||General||Your dedication knows no limit. Your wrath dies hard.||Bane class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Bane|Extra Bane]]||General||You can use your bane ability more often than normal.||Bane class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Cantrips or Orisons|Extra Cantrips or Orisons]]||General||You are a master of minor spells.||Ability to cast cantrips or orisons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Channel|Extra Channel]]||General||You can channel divine energy more often.||Channel energy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Discovery|Extra Discovery]]||General||You have made a new alchemical discovery.||Discovery class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Hex|Extra Hex]]||General||You have learned the secrets of a new hex.||Hex class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Ki|Extra Ki]]||General||You can use your ki pool more times per day than most.||Ki pool class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Lay On Hands|Extra Lay On Hands]]||General||You can use your lay on hands ability more often.||Lay on hands class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Mercy|Extra Mercy]]||General||Your lay on hands ability adds an additional mercy.||Lay on hands class feature, mercy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Panache|Extra Panache]]||General||You have more panache than the ordinary swashbuckler.||Panache class feature&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Performance|Extra Performance]]||General||You can use your bardic performance ability more often than normal.||Bardic performance class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Rage|Extra Rage]]||General||You can use your rage ability more than normal.||Rage class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Rage Power|Extra Rage Power]]||General||You have unlocked a new ability to use while raging.||Rage power class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Extra Rogue Talent|Extra Rogue Talent]]||General||Through constant practice, you have learned how to perform a special trick.||Rogue talent class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Eyes of Judgment|Eyes of Judgment]]||General||The true motives of creatures cannot escape your discerning gaze.||Detect alignment class feature, caster level 6th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#False Opening|False Opening]]||Combat||When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening.||Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Far Shot|Far Shot]]||Combat||You are more accurate at longer ranges.||Point-Blank Shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Far Traveler|Far Traveler]]||General||You've taken the time to learn the languages of natives during your travels.||Lucht, Linguistics 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fast Empathy|Fast Empathy]]||General||Your empathic attunement to nature connects you swiftly with bestial minds.||Handle Animal 5 ranks, wild empathy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fast Healer|Fast Healer]]||General||You benefit greatly from your healing, be it from spells or natural healing.||Con 13, Diehard, Endurance.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Favored Defense|Favored Defense]]||General||Your cunning is your shield against your quarry's attacks.||Favored enemy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Favored Judgment|Favored Judgment]]||General||Your judgment against a particular type of creature is particularly harsh.||Wis 13, judgment class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fearless Aura|Fearless Aura]]||General||Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies.||Aura of courage class feature, caster level 8th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fearless Curiosity|Fearless Curiosity]]||General||Your desire to see and experience the world overrides healthy caution.||Cha 13, human.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Feint Partner|Feint Partner]]||Combat, Teamwork||A little diversion is all you need to slip through your foe's defenses.||Bluff 1 rank.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Felling Escape|Felling Escape]]||Combat||Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple.||Int 13, Combat Expertise, Improved Trip.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Felling Smash|Felling Smash]]||Combat||You commit all your focus to a devastating blow, trying to crush your opponent to the ground.||Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fencing Grace|Fencing Grace]]||Combat||Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.||Dex 13, Weapon Finesse, Weapon Focus (rapier)&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Ferocious Action|Ferocious Action]]||General||You ferocity is quick but shorter lived.||Ferocity racial trait, orc.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Ferocious Resolve|Ferocious Resolve]]||General||Your orc heritage allows you to fight on.||Con 13, half-orc, orc ferocity racial trait.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Ferocious Tenacity|&amp;lt;s&amp;gt;Ferocious Tenacity&amp;lt;/s&amp;gt;]]||Combat||&amp;lt;s&amp;gt;You spit in the face of death.&amp;lt;/s&amp;gt;||&amp;lt;s&amp;gt;Oruch or half-oruch, rage class feature&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fervent Knowledge|Fervent Knowledge]]||General||Not only do you have pride in your cause, you're also well-educated in its nuance.||Human, Knowledge (Local) 1 OR Knowledge (Religion) 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fervent Pride|Fervent Pride]]||General||Your pride in your cause inspires others, and disheartens your enemies.||Human, Knowledge (Religion) 1 OR Knowledge (local) 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fervent Soul|Fervent Soul]]||General||Your faith in your nation/deity/etc. provides you strength in dire circumstances.||Human, Any other Fervent feat&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fervent Spirit|Fervent Spirit]]||General||You are a pillar when it comes to your belief.||Prerequisite: Human, Knowledge (Religion) 1 OR Knowledge (local) 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fiendish Darkness|Fiendish Darkness]]||General||You can use your darkness spell-like ability more often.||Mul'niessa&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fight On|Fight On]]||General||You can keep fighting even after you should be dead. (House Ruled)||Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Final Embrace|Final Embrace]]||Combat||Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.||Str 13, Int 3; Druid 4 or Skinwalker; base attack bonus +3.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Final Embrace Horror|Final Embrace Horror]]||Combat||Your constricting attack has become stronger and more lethal.||Str 15, Int 3; Druid 4 or Skinwalker; Final Embrace; base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Final Embrace Master|Final Embrace Master]]||Combat||Few creatures can survive the crushing horror of your Final Embrace.||Str 17, Int 3; Druid 4 or Skinwalker; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fire Hand|Fire Hand]]||Combat||Born with a torch in your hand, you have a gift with anything that burns.||Gobber&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fire Music|Fire Music]]||General||Your ability to command fire and bardic music has created a strange blend of both magics.||Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fire Tamer|Fire Tamer]]||General||You know your way around even magical fire.||Gobber&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Firearm Mastery|Firearm Mastery]]||Combat||You reload firearms quickly.||Dex 15, Exotic Weapon Proficiency (Firearms), Point Blank Shot, Rapid Reload (Firearms)&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Flanking Foil|Flanking Foil]]||Combat||Fighting multiple foes is easy for you.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Flaring Spell|Flaring Spell]]||Metamagic||You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fleet|Fleet]]||General||You are faster than most.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Flight of Serenity|Flight of Serenity]]||General||Call upon the serenity of the sky to calm others' rage||Egalrin, HD 8+, Wis 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Flyby Attack|Flyby Attack]]||Monster||This creature can make an attack before and after it moves while flying.||Egalrin HD 5+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Focused Shot|Focused Shot]]||Combat||Your anatomical insight adds deadliness to your shots.||Int 13, Point Blank Shot, Precise Shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Focused Spell|Focused Spell]]||Metamagic||When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Focusing Blow|Focusing Blow]]||General, Teamwork||You and your allies work together to shake off mental effects.||Hobgoblin Discipline, arvek nar&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Following Step|Following Step]]||Combat||You can repeatedly close the distance when foes try to move away, without impeding your normal movement.||Dex 13, Step Up.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Forge Ring|Forge Ring]]||Item Creation||You can create magic rings.||Caster level 7th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fortified Armor Training|Fortified Armor Training]]||Combat||You have learned to let your armor bear the brunt of the worst attacks.||Proficient with armor or shield.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Fortitude of Giants|Fortitude of Giants]]||General||Your great mass and vigor allows you to shrug off the effects of poison and fatigue.||Con 14, Great Fortitude, Giantborn&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Friendly Fire Maneuvers|Friendly Fire Maneuvers]]||Combat, Teamwork||You and your teammates can anticipate one another's ranged attacks and stay out of each others' way.||Point-Blank Shot, Precise Shot&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Furious Focus|Furious Focus]]||Combat||Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.||Str 13, Power Attack, base attack bonus +1.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Gang Up|Gang Up]]||Combat||You are adept at using greater numbers against foes.||Int 13, Combat Expertise.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Giant Killer|Giant Killer]]||Combat||Your cleaving strokes menace giants and larger foes.||Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Giant's Crush|Giant's Crush]]||Combat||When you strike hard, you knock smaller foes off their feet.||Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Giant's Fists|Giant's Fists]]||General||You bear the heritage of giants.||Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Giant's Wallop|Giant's Wallop]]||Combat||When you strike, you knock the sense out of smaller foes.||Prerequisites: Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Gliding Steps|Gliding Steps]]||General||You skate across the surface of the earth as if gliding on ice.||Dodge, Mobility, Nimble Moves, ki pool.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Gnome Trickster|Gnome Trickster]]||General||Your arcane talents go beyond the illusory.||Cha 13, gnome, gnome magic racial trait.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Go Unnoticed|Go Unnoticed]]||General||Your small size lets you quickly duck out of sight.||Dex 13, gnome, gobber, lucht&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Goblin Accuracy|Goblin Accuracy]]||Combat||Illusions are easier for you than others||Gobber&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Goblin Cleaver|Goblin Cleaver]]||Combat||You are ferocious at hewing smaller opponents.||Str 13, Cleave, Power Attack, Khazad&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Goblin Gunslinger|Goblin Gunslinger]]||Combat||You have learned how to fire the big guns.||Gobber&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Gorgon's Fist|Gorgon's Fist]]||Combat||With one well-placed blow, you leave your target reeling.||Improved Unarmed Strike, Scorpion Style, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Gory Finish|Gory Finish]]||Combat||By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes.||Dazzling Display, Weapon Focus.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Got Your Back|Got Your Back]]||Combat||You protect an ally from attacks he doesn't see coming.||Int 13+, Combat Expertise&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Grant Initiative|Grant Initiative]]||General||Not only are you a master at taking the initiative, but you can also grant it to someone else.||Cunning initiative class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Grappled Caster|Grappled Caster]]||General||You've trained yourself to cast spells while wrestling an opponent.||Combat Casting&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Great Cleave|Great Cleave]]||Combat||You can strike many adjacent foes with a single blow.||Str 13, Cleave, Power Attack, base attack bonus +4.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Great Fortitude|Great Fortitude]]||General||You are resistant to poisons, diseases, and other maladies.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Blighted Critical|Greater Blighted Critical]]||General||Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight.||Blighted Critical, caster level 12th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Blind-Fight|Greater Blind-Fight]]||Combat||Your enemies cannot hide from you.||Perception 15 ranks, Improved Blind-Fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Bull Rush|Greater Bull Rush]]||Combat||Your bull rush attacks throw enemies off balance.||Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Channel Smite|Greater Channel Smite]]||General||You empower your weapon with the might of your deity, which you discharge as you strike your foes.||Channel energy class feature, Channel Smite, base attack bonus +8.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Dirty Trick|Greater Dirty Trick]]||Combat||When you pull a dirty trick, your foe is truly hindered.||Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Disarm|Greater Disarm]]||Combat||You can knock weapons far from an enemy's grasp.||Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Drag|Greater Drag]]||Combat||Foes that you drag are thrown out of balance.||Str 13, Improved Drag, Power Attack, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Elemental Focus|Greater Elemental Focus]]||General||Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist.||Elemental Focus.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Feint|Greater Feint]]||Combat||You are skilled at making foes overreact to your attacks.||Combat Expertise, Improved Feint, base attack bonus +6, Int 13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Grapple|Greater Grapple]]||Combat||Maintaining a grapple is second nature to you.||Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Mercy|Greater Mercy]]||General||Your mercy has incredible recuperative properties.||Cha 13, lay on hands class feature, mercy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Overrun|Greater Overrun]]||Combat||Enemies must dive to avoid your dangerous move.||Improved Overrun, Power Attack, base attack bonus +6, Str 13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Penetrating Strike|Greater Penetrating Strike]]||Combat||Your attacks penetrate the defenses of most foes.||Penetrating Strike, Weapon Focus, 16th-level fighter.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Rending Fury|Greater Rending Fury]]||Combat||When your claws latch on to an opponent, the effect is bloody and horrific.||Improved Rending Fury, Rending Fury, base attack bonus +12, Druid 5+ or rend ability&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Reposition|Greater Reposition]]||Combat||When you reposition foes, they are left vulnerable to the attacks of your allies.||Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Shield Focus|Greater Shield Focus]]||Combat||You are skilled at def lecting blows with your shield.||Shield Focus, Shield Proficiency, 8th-level fighter.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Shield Specialization|Greater Shield Specialization]]||Combat||Your masterful shieldwork provides even greater protection to your vital areas.||Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Spell Focus|Greater Spell Focus]]||General||Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.||Spell Focus.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Spell Penetration|Greater Spell Penetration]]||General||Your spells break through spell resistance much more easily than most.||Spell Penetration.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Sunder|Greater Sunder]]||Combat||Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.||Improved Sunder, Power Attack, base attack bonus +6, Str 13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Trip|Greater Trip]]||Combat||You can make free attacks on foes that you knock down.||Combat Expertise, Improved Trip, base attack bonus +6, Int 13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]]||Combat||You are incredibly skilled at fighting with two weapons at the same time.||Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Vital Strike|Greater Vital Strike]]||Combat||You can make a single attack that deals incredible damage.||Improved Vital Strike, Vital Strike, base attack bonus +16.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Weapon Focus|Greater Weapon Focus]]||Combat||Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon.||Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Weapon Specialization|Greater Weapon Specialization]]||Combat||Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal.||Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Whip Mastery|Greater Whip Mastery]]||Combat||You can use a whip to make combat maneuvers with ease.||Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Greater Wild Empathy|Greater Wild Empathy]]||General||Your natural empathy stretches across the world of nature.||Knowledge (nature) 5 ranks, wild empathy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Groundling|Groundling]]||General||You can speak with burrowing animals.||Cha 13, gnome, gnome magic racial trait.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Guardian of the Skies|Guardian of the Skies]]||General||You've trained yourself for combat in the sky.||Egalrin&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Guardian of the Wild|Guardian of the Wild]]||General||Your mystic connection with the wilderness enhances your ability to react to threats.||Llyranesi, Sylvanori&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Guided Hand|Guided Hand]]||General||Your deity blesses any strike you make with that deity's favored weapon.||Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Gunpowder Rune|Gunpowder Rune]]||General||Engrave gunpowder. Into your skin.||Gobber, Int 13, BAB 6+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Hammer the Gap|Hammer the Gap]]||Combat||You repeatedly strike the same location, causing increasing amounts of damage.||Base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Hardened Gears|Hardened Gears]]||General||The hardened nature of your internal gears makes them resistant to attack.||Character level 6, War Golem&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Harrying Partners|Harrying Partners]]||Combat, Teamwork||Your movements syncronize with your teammate's. ||Any other teamwork feat, BAB 6+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Haunted Gnome|Haunted Gnome]]||Combat||You use your gnome magic to take on an eerie illusory appearance.||Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Haunted Gnome Assault|Haunted Gnome Assault]]||Combat||Discharging your disturbing glamer as you strike a telling blow, you haunt a foe with lingering fear.||Cha 13, gnome magic racial trait, Haunted Gnome, Knowledge (arcana) 3 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Haunted Gnome SHroud|Haunted Gnome SHroud]]||Combat||Your disturbing glamer expands to make your exact location hard to pinpoint.||Cha 13, gnome magic racial trait, Haunted Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Heavy Armor Proficiency|Heavy Armor Proficiency]]||Combat||You are skilled at wearing heavy armor.||Light Armor Proficiency, Medium Armor Proficiency.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Heighten Spell|Heighten Spell]]||Metamagic||You can cast spells as if they were a higher level.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Hero's Display|Hero's Display]]||Combat||With a dramatic flourish you display your weapons to the crowd. Onlookers are elated, and your enemies are demoralized.||Dazzling Display, Weapon Focus, and proficiency with the selected weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Heroic Defiance|Heroic Defiance]]||General||You struggle on when others would fall.||Diehard, Endurance, base Fortitude save +8.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Heroic Leader|Heroic Leader]]||Combat||Whether part of a partnership or an army, you stand head and shoulders above your companions.||Cha 13+; any combat feat; ability to gain an animal companion, familiar, or mount&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Heroic Recovery|Heroic Recovery]]||General||You can throw off the effects of crippling conditions.||Diehard, Endurance, base Fortitude save +4.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Heroic Will|Heroic Will]]||General||Your indomitable will breaks free from mental shackles.||Iron Will, base Will save +4, human.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Hex Strike|Hex Strike]]||Combat||Chanting and cursing, you put a hex on your enemy as part of your unarmed strike.||Hex class feature, Improved Unarmed Strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Hobgoblin Discipline|Hobgoblin Discipline]]||General||The presence of other hobgoblins bolsters your resolve.||Base attack bonus +1, arvek nar&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Horde Charge|Horde Charge]]||General, Teamwork||When you charge with an ally, you are more deadly.||Base attack bonus +1, half-oruch, oruch&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Horse Lord|Horse Lord]]||General||You share a special bond with the traditional mounts of the arvek cavalry.||Arvek Nar, Handle Animal 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Human Improvisation|Human Improvisation]]||General||You're good at making things up.||Int 13, human&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Impact Critical Shot|Impact Critical Shot]]||Combat||With a series of ranged attacks, you bring your foes to their knees or force them to move.||Dex 13, Point-Blank Shot, base attack bonus +9.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Impaling Critical|Impaling Critical]]||Combat||Your critical hits can skewer your foes.||Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Back to Back|Improved Back to Back]]||General, Teamwork||After much practice, you and an ally have become adept at fighting in close proximity to one another.||Back to Back, Perception 5 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Blind-Fight|Improved Blind-Fight]]||Combat||Your keen senses guide your hand against hidden foes.||Perception 10 ranks, Blind-Fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Bull Rush|Improved Bull Rush]]||Combat||You are skilled at pushing your foes around.||Str 13, Power Attack, BAB 1+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Channel|Improved Channel]]||General||Your channeled energy is harder to resist.||Channel energy class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Charging Hurler|Improved Charging Hurler]]||Combat||Every muscle in your body adds its force to your thrown weapons.||Charging Hurler, Point-Blank Shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Cleaving Finish|Improved Cleaving Finish]]||Combat||You can cut down many opponents in a single strike.||Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Counterspell|Improved Counterspell]]||General||You are skilled at countering the spells of others using similar spells.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Critical|Improved Critical]]||Combat||Attacks made with your chosen weapon are quite deadly.||Proficient with weapon, BAB 8+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Devastating Strike|Improved Devastating Strike]]||Combat||The fury and power channeled through your attack is enough to kill a lesser being outright.||Devastating Strike, Vital Strike, base attack bonus +13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Dirty Trick|Improved Dirty Trick]]||Combat||You are skilled at pulling dirty tricks on your foes.||Int 13, Combat Expertise.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Disarm|Improved Disarm]]||Combat||You are skilled at knocking weapons from a foe's grasp.||Int 13, Combat Expertise.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Drag|Improved Drag]]||Combat||You are skilled at dragging foes around the battlefield.||Str 13, Power Attack, BAB 1+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Feint|Improved Feint]]||Combat||You are skilled at fooling your opponents in combat.||Int 13, Combat Expertise.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Feint Partner|Improved Feint Partner]]||Combat, Teamwork||Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints.||Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Feint Partner|Improved Feint Partner]]||Combat||Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints.||Bluff 1 rank, Combat Reflexes, Feint Partner, BAB 6+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Grapple|Improved Grapple]]||Combat||You are skilled at grappling opponents.||Dex 13, Improved Unarmed Strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Great Fortitude|Improved Great Fortitude]]||General||You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.||Great Fortitude.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Horse Lord|Improved Horse Lord]]||General||You share a special bond with the traditional mounts of the arvek cavalry.||Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Impaling Critical|Improved Impaling Critical]]||Combat||When you impale a target, you hinder its movement and can cause severe bleeding.||Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Initiative|Improved Initiative]]||Combat||Your quick ref lexes allow you to react rapidly to danger.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Iron Will|Improved Iron Will]]||General||Your clarity of thought allows you to resist mental attacks.||Iron Will.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Ki Throw|Improved Ki Throw]]||Combat||Your enemies are living weapons in your hands.||Improved Bull Rush, Ki Throw.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Lightning Reflexes|Improved Lightning Reflexes]]||General||You have a knack for avoiding danger all around you.||Lightning Reflexes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Monster Lore|Improved Monster Lore]]||General||You are obsessed with the abilities and weaknesses of monsters.||Monster lore class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Natural Attack|Improved Natural Attack]]||Monster||Attacks made by one of this creature's natural attacks leave vicious wounds.||Natural weapon, BAB 4+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Overrun|Improved Overrun]]||Combat||You are skilled at running down your foes.||Str 13, Power Attack, BAB 1+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Precise Shot|Improved Precise Shot]]||Combat||Your ranged attacks ignore anything but total concealment and cover.||Dex 19, Point-Blank Shot, Precise Shot, BAB 11+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Rending Fury|Improved Rending Fury]]||Combat||Honing the deadliness of your claws, you are a living hurricane of rending fury.||Rending Fury, base attack bonus +9, rend special attack or druid 5+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Reposition|Improved Reposition]]||Combat||You have learned how to force your enemies to move around the battlefield.||Int 13, Combat Expertise.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Second Chance|Improved Second Chance]]||Combat||You can turn a missed strike into a second chance without sacrificing later attacks.||Int 13, Combat Expertise, Second Chance, BAB 11+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Shield Bash|Improved Shield Bash]]||Combat||You can protect yourself with your shield, even if you use it to attack.||Shield Proficiency.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Sidestep|Improved Sidestep]]||Combat||You are adept at sidestepping your opponent's melee attacks without compromising your mobility.||Dex 15, Dodge, Mobility, Sidestep.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Stalwart|Improved Stalwart]]||General||You can roll with the punches while simultaneously striking back at your attackers.||Diehard, Endurance, Stalwart, base attack bonus +11.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Stonecunning|Improved Stonecunning]]||General||Your sense for stonework is uncanny.||Wis 13, khazad-aul, stonecunning racial trait.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Sunder|Improved Sunder]]||Combat||You are skilled at damaging your foes' weapons and armor.||Str 13, Power Attack, BAB 1+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Trip|Improved Trip]]||Combat||You are skilled at sending your opponents to the ground.||Int 13, Combat Expertise.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Two-Weapon Feint|Improved Two-Weapon Feint]]||Combat||Your primary weapon keeps a foe off balance, allowing you to slip your off-hand weapon past his defenses.||Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]||Combat||You are skilled at fighting with two weapons.||Dex 17, Two-Weapon Fighting, base attack bonus +6.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Unarmed Strike|Improved Unarmed Strike]]||Combat||You are skilled at fighting while unarmed.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Vital Strike|Improved Vital Strike]]||Combat||You can make a single attack that deals a large amount of damage.||Vital Strike, BAB 11+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improved Whip Mastery|Improved Whip Mastery]]||Combat||You are able to entangle opponents with the coils of your whip.||Weapon Focus (whip), Whip Mastery, base attack bonus +5.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Improvised Weapon Mastery|Improvised Weapon Mastery]]||Combat||You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.||Catch Off-Guard or Throw Anything, BAB 8+&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#In Harm's Way|In Harm's Way]]||Combat||You put yourself in danger's path to save your allies.||Bodyguard.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Insightful Gaze|Insightful Gaze]]||General||In your personal interactions, you notice what others don't. It's hard to get anything past you.||Stern gaze class feature, Sense Motive 5 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Instant Judgment|Instant Judgment]]||General||Your hastiest condemnations can have power.||Second judgment class feature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Intimidating Bane|Intimidating Bane]]||General||Your bane weapon strikes fear into your enemies.||Bane class feature, Dazzling Display, Weapon Focus, character level 8th.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Intimidating Confidence|Intimidating Confidence]]||General||You have boundless faith in your success.||Cha 13, Fearless Curiosity, Intimidate 5 ranks, human.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Intimidating Gaze|Intimidating Gaze]]||General||There is something in your eyes that scares people.||Cha 13+, stern gaze class feature, Intimidate 5 ranks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Intimidating Prowess|Intimidating Prowess]]||Combat||Your physical might is intimidating to others.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Intimidating Size|Intimidating Size]]||General||You are a mountain.||Giantborn, Intimidate 5, 7' or higher in height&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Iron Will|Iron Will]]||General||You are more resistant to mental effects.||--&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Ironguts|Ironguts]]||General||You have an especially strong stomach.||Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch&lt;br /&gt;
|-&lt;br /&gt;
| [[Feats_E-I#Ironhide|Ironhide]]||General||Your skin is thicker and more resilient than that of most of your people.||Con 13; half-orc, oruch, sith-makar, khazad-mornir&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|FeatsSummaryEI]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=31661</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=31661"/>
		<updated>2019-05-27T22:00:17Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Augmented Titan Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableClass}}&lt;br /&gt;
| | [[image:Artificer.png|200px]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | The Artificer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Common Roles'''&lt;br /&gt;
| Inventor, madman, engineer, tank mechanic&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Common Races'''&lt;br /&gt;
|[[Gobbers]], [[Humans]], [[Khazad]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Influential Faiths'''&lt;br /&gt;
|[[Reos]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Common Organizations'''&lt;br /&gt;
| [[Local_Organizations#Exploratory_Associates_of_Alexandria_University|Exploratory Associates of Alexandria University]], Temple of [[Reos]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;| '''Some IC Hangouts'''&lt;br /&gt;
|''Alexandrian Grid:'' A14: Artificer's Hall, A02: Old Clunk's Junkyard, A05: Warehouse District, A02: Lower Trades District, A17: Airstation Alexandria&lt;br /&gt;
&lt;br /&gt;
''Main Grid:'' H05: Deluge Mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''PRD Entry'''&lt;br /&gt;
|Non-Applicable&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Associated Characters'''&lt;br /&gt;
|[[:Category:Artificer|Artificers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Out of the shadows of the fallen civilization of the Kulthians come the artificers. Often feared and mistrusted even today, the Artificer is the heavy engineer of the magi-tech revolution that has transformed much of face of the world over the past few years. Even now, when magic roils unsettled due to the death of the Taaran slaughter of Animus, many still turn to artifice despite the dangers inherit in its often unpredictable nature. Whether they seek to rebuild what was lost or to forge new paths for themselves, every Artificer seeks to leave their mark on society.&lt;br /&gt;
&lt;br /&gt;
Artificers are the heralds of mad science. The bastard children of Reos, or the world's misunderstood saviors, the reactions are mixed world over. Known for their capability for crafting unique and often unusual devices, they combine the arcane with a pseudo-clockwork into a unique and bizarre whole only known as 'artifice.' &lt;br /&gt;
&lt;br /&gt;
Most Artificers start off as simple mechanics and industrial technicians working in one of the major industrialized nation and city states in the known world. In time, their mechanical aptitude becomes more evident, along with a slow gravitation towards study of arcane principles. At this point, some end up joining larger organizations, typically tied to their local nation-state, though the Enclave of Engineering is a multi-national, overarching guild to which many belong. Their art requires a great deal of discipline as well as a powerful spark of creativity and a willingness to learn and explore. &lt;br /&gt;
&lt;br /&gt;
Our artificer design is based on a modified version of Jeremy Puckett's, that he had released to the Pathfinder community. Thank you for all the hard work, Jeremy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artificer==&lt;br /&gt;
'''Role:''' The artificer's reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical and mechanical contraptions, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the artificer's almost gleeful passion for building explosive Death Rays or for augmenting his body with mechanical parts and pieces. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.&lt;br /&gt;
&lt;br /&gt;
Most artificers are seen as a mixed blessing and a curse. While they bear with them the taint of Kulthos, the god Reos seems to have seen fit to give them new life, and many artificers are some of his most devout followers. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Hit Die:''' d8.&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (military theory) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).&lt;br /&gt;
&lt;br /&gt;
'''Skill Ranks per Level:''' 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; | The Artificer&lt;br /&gt;
{{T02}}&lt;br /&gt;
| |Level&lt;br /&gt;
| |Base Attack Bonus&lt;br /&gt;
| |Fort Save&lt;br /&gt;
| |Ref Save&lt;br /&gt;
| |Will Save&lt;br /&gt;
| |Special&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |Contraptions per Day&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 1st||2nd||3rd||4th||5th||6th&lt;br /&gt;
|-&lt;br /&gt;
| 1st||0||2||2||0||Artifice, Death Ray 1d6, Taint of Kulthos, Kulthian Language, Artificer's Schema, Charge Pool||1||—||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 2nd||1||3||3||0||Discovery, Titan Armor, Titan Weapon ||2||—||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 3rd||2||3||3||1||Death Ray 2d6, Artifice Lore||3||—||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 4th||3||4||4||1||Discovery||3||1||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 5th||3||4||4||1||Death Ray 3d6, Augmented Titan Weapon||4||2||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 6th||4||5||5||2||Discovery ||4||3||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 7th||5||5||5||2||Death Ray 4d6||4||3||1||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 8th||+6/+1||6||6||2||Discovery||4||4||2||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 9th||+6/+1||6||6||3||Death Ray 5d6||5||4||3||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 10th||+7/+2||7||7||3||Discovery||5||4||3||1||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 11th||+8/+3||7||7||3||Death Ray 6d6||5||4||4||2||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 12th||+9/+4||8||8||4||Discovery||5||5||4||3||—||—&lt;br /&gt;
|-&lt;br /&gt;
| 13th||+9/+4||8||8||4||Death Ray 7d6||5||5||4||3||1||—&lt;br /&gt;
|-&lt;br /&gt;
| 14th||+10/+5||9||9||4||Discovery, Endurant Titan Armor||5||5||4||4||2||—&lt;br /&gt;
|-&lt;br /&gt;
| 15th||+11/+6/+1||9||9||5||Death Ray 8d6||5||5||5||4||3||—&lt;br /&gt;
|-&lt;br /&gt;
| 16th||+12/+7/+2||10||10||5||Discovery||5||5||5||4||3||1&lt;br /&gt;
|-&lt;br /&gt;
| 17th||+12/+7/+2||10||10||5||Death Ray 9d6||5||5||5||4||4||2&lt;br /&gt;
|-&lt;br /&gt;
| 18th||+13/+8/+3||11||11||6||Discovery, Instant Artifice||5||5||5||5||4||3&lt;br /&gt;
|-&lt;br /&gt;
| 19th||+14/+9/+4||11||11||6||Death Ray 10d6||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
| 20th||+15/+10/+5||12||12||6||Grand Discovery||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Artificers are proficient with all simple weapons, as well as firearms, and siege weapons. They are also proficient with light armor, but not with shields. An artificer is always proficient in his own Titan Armor.&lt;br /&gt;
&lt;br /&gt;
'''Taint of Kulthos:''' While artifice may be seen in everyday life, the artificer carries with him or her the taint of Kulthos--the memory of a way of thinking that once sought to destroy and enslave civilization. While attitudes have largely improved, artificers still carry some stigma, especially as their abilities grow and advance. This is reflected in a -1 penalty to Diplomacy checks for every four levels of artificer (to a maximum of -5)--though this is not present when dealing with other artificers, war golems, or creatures of the construct type. The reactions of followers of Reos tends to be varied.&lt;br /&gt;
&lt;br /&gt;
'''Kulthian Language:''' As a needed part of their studies, the Artificer is considered proficient in the Kulthian language. Their artificer's binders are filled with notations and writings in this language, and it is rumored that higher levels of artifice require an understanding of the Kulthian tongue in order to operate or comprehend, as this language is uniquely suited to the study and nature of magitechnical devices.&lt;br /&gt;
&lt;br /&gt;
There is some truth to it. Should the artificer somehow lose the ability to understand the Kulthian language, the artificer temporarily becomes unable to understand any blueprint or spellbook until this knowledge is regained. In addition, the inability to think in the Kulthian tongue renders them unable to activate or otherwise use any device or discovery of the class, such as Death Rays, Contraptions, or Titan Armor. Nor may they craft devices of artifice through other crafting means. This ability is regained once use of the language is returned.&lt;br /&gt;
&lt;br /&gt;
'''Artifice (Su):''' Artificers are masters manipulating a type of arcana-infused technology known as artifice. The use of artifice relies on the true mixture of technology and magic. &amp;quot;Perfect technology&amp;quot; does not exist--instead, technology is always blended with magic and vice versa. Some artifice may be almost a shell, while other forms possess a greater, almost artful blending of the two forms. However, neither the arcana nor the technological aspects will work successfully on its own--the two halves of what creates artifice are forever bound to one another. &lt;br /&gt;
&lt;br /&gt;
An artificer prepares his spells by infusing clock-work style contraptions with mana. These devices are short-lived, and casting them is equivalent to spending the magical &amp;quot;energy&amp;quot; within the device. Once spent and the mana binding it together is used, the device typically falls apart as so many cogs.&lt;br /&gt;
&lt;br /&gt;
Because artifice is a supernatural effect, it tends to ignore Spell Resistance and ASF. This means that artifice contraptions, and various abilities like the death ray, tend to ignore these things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''Artifice Healing:'' Their ability to heal at all is an ancient gift from the god Reos, a gift which some say they have either perfected or corrupted, depending on the speaker's viewpoint. It tends to be more 'surgical' than more traditional forms, and their instruments marked with Reos' symbols--considered good form, as well as a ward against the growing of Kulthos' curse.&lt;br /&gt;
&lt;br /&gt;
:''Artifice Crafting:'' When using Craft (artifice) to create a magic item, an artificer gains a competence bonus equal to his class level on the Craft (artifice) check (the artificer uses craft/artifice in place of spellcraft). The artificer may also use his artificer level as his caster level for the purposes of meeting magical crafting pre-requesites, including qualifying for the craft arms and armor, craft wondrous, and forge ring feats (wands and staves would be foreign to him, and artificers are typically focused on destructive or useful machines as opposed to flimsy paper). &lt;br /&gt;
&lt;br /&gt;
:An artificer may also use his artifice crafting to make adjustments to any enchantable Tools of the Trade. Deconstruction returns 1/2 the value of the removed enchantment in the form of mana dust. This dust must be immediately reinvested in an Artificer's Tool. For example, an artificer might choose to remove the Flaming enchantment from a Titan Fist. Doing so returns 1/2 the value of what it cost to apply that enchantment. This mana dust must be immediately reinvested in the an Artificer's Tool that the artificer possesses. Any overage is lost.&lt;br /&gt;
&lt;br /&gt;
:This ability will not allow him to remove the initial +1 enchant of a weapon or armor, or any pre-requisite enchantments. This ability only functions with his Artificer's Tools. This process requires one day of work per base 1k in the enchantment price (minimum 1 day), and access to a lab. &lt;br /&gt;
&lt;br /&gt;
'''Artificer's Schema:''' Artificers learn to sketch out and record their ideas early on. This works similarly to scribe scroll, though artifice contraptions must be crafted in order to function. That is, artifice may not be cast from paper as a true spell may be, but must be constructed separately from these designs. Artificers may however, make a copy of a schema they know, similarly to how a wizard might record a scroll for a colleague. The cost for creating such schema is the same as the cost of a wizard's scroll of the same level. Only artificers may learn from such schema.&lt;br /&gt;
&lt;br /&gt;
'''Charge Pool:''' The artificer learns to retain an internal reservoir of mana that he can use to power various class features. He gains a Charge Pool equal to his artificer’s class level + his Intelligence bonus. Temporary increases to intelligence, such as via spells, do not increase this Charge Pool.&lt;br /&gt;
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===Contraptions===&lt;br /&gt;
Contraptions are the most varied of an artificer's abilities. In many ways, they behave like spells in magitechnical form, and as such their effects can be dispelled by effects like dispel magic using the artificer's level as the caster level. &lt;br /&gt;
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An artificer can create only a certain number of contraptions of each level per day. His base daily allotment of contraptions is given on Table: Artificer. In addition, he receives bonus contraptions per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.&lt;br /&gt;
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When an artificer crafts a contraption, he temporarily fuses pieces of clockwork with magic siphoned from his own magical aura. A contraption immediately becomes inert if it leaves the artificer's possession, and reactivates as soon as it returns to his keeping. An artificer cannot normally pass out his contraptions for allies to use (but see the “infusion” discovery below). &lt;br /&gt;
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A contraption, once created, remains potent for 1 day before losing its magic, so an artificer must re-prepare his contraptions every day. Crafting contraption takes 1 minute of work—-most artificers prepare many contraptions at the start of the day or just before going on an adventure, but it's not uncommon for an artificer to keep some (or even all) of his daily contraption slots open so that he can prepare contraptions in the field as needed. This is represented ingame by having a set of spare parts, as opposed to a spell pouch, that may be woven with arcana at a later date.&lt;br /&gt;
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Contraptions may be targeted just as any normal, worn item may be targeted. [[image:Artificer04.png|thumb|right]]&lt;br /&gt;
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Although the artificer doesn't actually cast spells, he does have a Binder filled with blueprints that determine what contraptions he can create. &lt;br /&gt;
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An artificer can prepare an contraption of any blueprint he knows. To learn or use a contraption, an artificer must have an Intelligence score equal to at least 10 + the contraption's level. &lt;br /&gt;
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''Casting:'' A contraption is &amp;quot;cast&amp;quot; by activating some part of the device as typically a standard action. The effects of an contraption exactly duplicate the spell upon which its blueprint is based. An artificer can draw and activate a contraption as a standard action. Activation may provoke an Attack of Opportunity. The artificer uses his level as the caster level to determine any effect based on caster level. The act of activating a contraption expends the mana within the device that had held it together, rendering it a useless shell (&amp;quot;spent&amp;quot;) until the next day. In game terms, the part may cease to glow, spin, or may simply fall apart into a pile of gears and cogs. The metaphor is not dissimilar to a machine running out of oil, or the working cables which hold it together becoming detached.&lt;br /&gt;
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Creating contraptions consumes raw materials, but the cost of these materials is typically insignificant--comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component must be provided, and is expended during the activation of that particular contraption. &lt;br /&gt;
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Contraptions cannot be made from spells that have focus requirements (artificer contraptions that duplicate divine spells never have a divine focus requirement, though such artifice frequently bears the marks of Reos, the Father of Artifice--this is considered good form, as well as a ward against the influence of Kulthos' curse).&lt;br /&gt;
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The Difficulty Class for a saving throw against an artificer's contraption is 10 + the contraption level + the artificer's Intelligence modifier.&lt;br /&gt;
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Contraptions are a supernatural effect, although they otherwise function as spells. See the sidebar.&lt;br /&gt;
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===Blueprints Known===&lt;br /&gt;
An artificer may learn any number of blueprints, and record them scribed in a manner similar to ancient Kulthian texts. These blueprints represent a series of unique schematics and guides that the artificer must adhere to to construct any number of devices. He stores these blueprints in a special tome called a Binder. He must refer to this Binder whenever he prepares a contraption but not when he activates it. &lt;br /&gt;
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''Beginning Blueprints:'' An artificer begins play with two 1st-level blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. &lt;br /&gt;
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''Gaining Blueprints:'' At each new artificer level, he gains one new blueprint of any level that he can create. An artificer can also add blueprints to his Binder just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An artificer can study wizard scrolls to learn any blueprint that is equivalent to a spell the spellbook contains. A wizard or other divine or arcane caster, however, cannot learn or use spells from a Binder. An artificer does not need to decipher arcane writings before copying them. &lt;br /&gt;
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: ''Learning New Spells (Tenebrae):'' To learn a new spell, a wizard, artificer, witch, or other prepared caster must first acquire the scroll, then pay scribing costs as per the PRD. Casters may sell scrolls to one another at whatever price they wish. This is seen as more realistic, as it's rare a PC or NPC would consider loaning out their livelihood.&lt;br /&gt;
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: An artificer may craft a blueprint from an existing wizard or cleric scroll by paying normal scribing costs. If it's an artifice-only blueprint, then he or she must purchase an artificer's schema. The cost of a schema is the same as a wizard's scroll. The intensive act of translating a scroll or copying a schema destroys the original.&lt;br /&gt;
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===Artifice Lore===&lt;br /&gt;
'''Artifice Lore (Ex):''' An artificer's familiarity with the ins and outs of his craft grants him greater understanding into magic items. Whenever he examines a magic item, he receives a circumstance bonus (minimum 1) equal to 1/2 his levels in artificer to his Spellcraft check to determine its properties. He receives the same bonus if making a roll to determine the history of a magical item, using whichever skill is appropriate at the time, even if he has no ranks in that skill.&lt;br /&gt;
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===Tools of the Trade===&lt;br /&gt;
Being composed of artifice, any Tool of the Trade may be modified on the fly. With the exception of Titan Armor and Titan Weapons, Tools may not be enchanted. Instead, it must be advanced through the use of Discoveries.&lt;br /&gt;
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More on Discoveries and how they interact with Tools may be found under Discoveries, below.&lt;br /&gt;
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====Artificer's Tool: Death Ray====&lt;br /&gt;
'''Death Ray (Su):''' Artificers start their career with the construction of a death ray, a personal weapon that can inflict lethal harm against their foes.&lt;br /&gt;
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'''Supernatural Abilities (Su):''' Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells.&lt;br /&gt;
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'''Death Rays and Critical Hits:''' The damage of an artificer’s death ray increases by 1d6 points at every odd-numbered class level. This increase is considered bonus damage, and is not multiplied on a critical hit, or by feats such as Vital Strike. Death Rays have a chance of critical on a roll of 20, and their multiplier is x2. Example: A 5th level artificer rolls a crit with her death ray! She confirms, and instead of doing 3d6+Int damage, she rolls 4d6+2xInt.&lt;br /&gt;
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The &amp;quot;death ray&amp;quot; is a two-handed ranged weapon with a range increment of 30 feet. It makes attacks as a ranged touch attack and deals electricity damage equal to 1d6 + the artificer’s Intelligence bonus. &lt;br /&gt;
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The damage of an artificer’s death ray increases by 1d6 points at every odd-numbered class level. This increase is considered bonus damage, and is not multiplied on a critical hit, or by feats such as Vital Strike. Death Rays have a chance of critical on a roll of 20, and their multiplier is x2. Example: A 5th level artificer rolls a crit with her death ray! She confirms, and instead of doing 3d6+Int damage, she rolls 4d6+2xInt.&lt;br /&gt;
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Charging and firing the Death Ray requires a standard action that provokes an attack of opportunity. The artificer is considered to be proficient in his own death ray, though he cannot use another artificer’s death ray any more than anyone else.&lt;br /&gt;
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The death ray only works for that artificer, and he can only have one in existence at a time. If his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon. It can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the artificer’s class level, and hit points equal to 20 + the artificer’s class level. As it is a unique device, it may not be enchanted except through the use of Discoveries, below.&lt;br /&gt;
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Charging and firing the Death Ray requires a standard action that provokes an attack of opportunity. Firing it uses one charge from the artificer's Charge Pool. The artificer is considered to be proficient in his own death ray, though he cannot use another artificer’s death ray any more than anyone else.&lt;br /&gt;
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The death ray only works for that artificer, and he can only have one in existence at a time. If his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon. It can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the artificer’s class level, and hit points equal to 20 + the artificer’s class level. As it is a unique device, it may not be enchanted except through the use of Discoveries, below. &lt;br /&gt;
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'''Does firing a death ray provoke an attack of opportunity?''' Firing a ranged weapon while in a threatened area provokes as normal. &lt;br /&gt;
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'''Will there ever be a 1-handed Death Ray?''' We haven't made this a Discovery at this time because we don't want to deal with the rules headache and balance, re: free hands, reloading, two-weapon fighting feats. If we did, we'd need to include a lengthy sidebar FAQ on just this item and additional house rules. -.-&lt;br /&gt;
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====Artificer's Tool: Titan Armor====&lt;br /&gt;
'''Titan Armor (Ex/Su):''' At 2nd level the Artificer can create a suit of artifice armor out of gears, mechanisms, and mana that can enhance his physical stature. This armor is of unique construction, and therefore there is no benefit to be gained from crafting it from mithral or other elements, other than aesthetics. &lt;br /&gt;
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If you are a new artificer, please send a +request to staff at the end of advancement or chargen to receive your armor.&lt;br /&gt;
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:''Armor Specifications:'' Titan Armor is a Heavy Armor that functions as a Medium Armor due to various upgrades the artificer has installed in it. It is a unique armor that only characters with levels in Artificer would be proficient with. As with a contraption or Death Ray, a suit of Titan Armor that is not in an artificer's possession becomes inert until an artificer picks it up again. The base construction of a set of Titan Armor, that is its AC and DR, are (ex) abilities.&lt;br /&gt;
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:The armor provides a +5 Armor bonus, a -3 armor check penalty, a max Dex of 2, an ASF of 25%, and a speed of 30ft. It has a Hardness of 10 and 40 hit points. If damaged, the Artificer can repair it with a Craft: Armor skill check or if it's destroyed then the Artificer can rebuild it within 24 hours. If the armor was enchanted, he must pay a cost as specified under the Craft Magic Arms and Armor ruleset.&lt;br /&gt;
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:''Armor Enchantment:'' Titan Armor may be enchanted by an artificer, similarly to other armor.&lt;br /&gt;
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:''Armor Activation:'' As a swift action and an (su) ability, an Artificer can power his artifice armor for a number of rounds equal to 6 + Constitution Modifier by temporarily infusing it with portions of his aura. Activation confers a number of additional abilities, described below. These abilities are also supernatural (su), unless stated otherwise. &lt;br /&gt;
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:At each level after 2nd the Artificer can continue to power his armor for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like &amp;quot;bears endurance,&amp;quot; do not increase the total number of rounds that the Artificer can power his armor that day. The total number of rounds that the Artificer can power the Titan Armor is renewed after the Artificer has rested for 8 hours, although these hours do not need to be consecutive.&lt;br /&gt;
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:While the armor is powered (infused with energy), the Artificer gains a total +4 equipment bonus to either Strength or Dexterity or a +2 equipment bonus to both Strength and Dexterity. The decision as to what stat or stats receive the bonus from the suit of armor is made when the Artificer powers on his armor and cannot be changed while its in use. However, the bonuses can be changed upon each activation of the suit of armor. &lt;br /&gt;
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:At their 12th artificer level, this becomes a +4 bonus to both Strength and Dexterity, simultaneously, when powered. At 16th, this increases to +6.&lt;br /&gt;
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:The artificer may depower the armor as a free action. This causes many of its discoveries to go latent. In addition, the artificer becomes fatigued for a number of rounds to 2 x the number of rounds spent using the armor. An Artificer cannot power his armor again while fatigued or exhausted but can otherwise power his armor multiple times during a single encounter or combat. If the artificer falls unconscious during combat, the armor stays powered for a number of rounds equal to the artificer's constitution modifier before shutting down. Should the artificer die during combat, the link is broken and the armor automatically powers down.&lt;br /&gt;
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:It is always a swift action to activate titan armor.&lt;br /&gt;
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'''How do Natural Attacks Work?''' Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type. &lt;br /&gt;
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Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls.&lt;br /&gt;
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====Artificer's Tool: Titan Weapon====&lt;br /&gt;
On reaching the appropriate level, the artificer may select '''one''' of the following weapons. Once selected, it may not be changed. &lt;br /&gt;
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The artificer may usually take any melee feat with either Tool, such as weapon focus/titan fists and weapon focus/titan slam when he or she is able to select a feat. Or for example, improved critical, dazzling display. Staff may need to do an override, so please let us know via +request. We reserve the right to reject some feats. It isn't that we want to; it's that there are a million feats and some might not logically function.&lt;br /&gt;
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The artificer may learn a number of discoveries that enhance this tool. Many of them are only active as long as the armor is powered. Exceptions are noted in the text. &lt;br /&gt;
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The Titan Weapon may also be enhanced normally. Titan Fists may be enchanted individually.&lt;br /&gt;
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'''Titan Fists (ex)''' Whenever the Artificer is wearing his Titan Armor, starting at 2nd level he also gains two slam attacks using his fists. The Artificer is considered to be proficient with this slam attack, and when used alone, these are considered primary weapons. Each Slam attack deals 1d8 points of damage (1d6 if the Artificer is small or 2d6 if the Artificer is large), plus the artificer's full strength bonus when used as primary attacks.&lt;br /&gt;
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'''Engineer's Wrench (ex)''' The artificer crafts a great wrench, in honor of Reos. It deals damage as a warhammer, although it is its own unique device. For the artificer, it is considered a one-handed weapon.&lt;br /&gt;
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'''Engineer's Hammer (ex)''' The artificer crafts a great hammer, in honor of Reos. It deals damage as a warhammer, although it is its own unique device. For the artificer, it is considered a one-handed weapon.&lt;br /&gt;
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'''Titan Grips (ex)''' At rest, this nightmarishly weaponized version of an engineering tool lodges against one of the titan armor vambraces, just below the wrist when not in use. As a move action or part of a move action, it springs forward and acts as an extension of the artificer's hand during combat. Resheathing is a standard action. It does 1d6 slashing damage, with a crit range of 19-20. For the artificer, it is considered a one-handed weapon. At this stage, it cannot be used to manipulate objects, any more than a normal weapon can.&lt;br /&gt;
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===Discoveries===&lt;br /&gt;
'''Discovery (Su):''' Artificers are creatures of curiosity and invention. Throughout their career, they earn a number of Discoveries that augment their various technomagical abilities. &lt;br /&gt;
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At 2nd level, and then again every 2 levels thereafter (up to 18th level), an artificer makes an incredible discovery. Unless otherwise noted, an artificer cannot select an individual discovery more than once. Some discoveries can only be made if the artificer has met certain prerequisites, such as uncovering other discoveries. &lt;br /&gt;
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''Discovery DC:'' The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the artificer's level + the artificer's Intelligence modifier.&lt;br /&gt;
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''Special Discoveries:'' Discoveries that are marked with an asterisk (*) do not stack on that Tool. Only one such discovery of this type can be applied to an individual Tool.&lt;br /&gt;
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''Activation:'' Activating a Discovery is usually done as part of the action of using it, unless its text says otherwise. &lt;br /&gt;
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However, certain Discoveries may be activated at the same time, if they're tied to the same Artificer's Tool. This is known as &amp;quot;pre-loading.&amp;quot; For example, if the artificer currently has the Firey and Concussive Discoveries active on his Death Ray, then he could activate both discoveries at the same time since they're both pre-loaded on his Death Ray.&lt;br /&gt;
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Changing out Discoveries is a swift action. An artificer may change a discovery individually, or as part of a group with pre-loading. That is, an artificer may change out any number of active Discoveries at once as part of a swift action, so long as they are part of the same tool (Titan Armor, Titan Fists, etc.).&lt;br /&gt;
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For example, if the artificer currently has the Firey and Concussive Discoveries active on his Death Ray, and the Resilient on his Armor, he could swap either the Resilient to another Discovery, or the Fire and Concussive Discoveries to something else. Either exchange would require a swift action. He would need to wait until next round to swap Discoveries on the other tool.&lt;br /&gt;
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When used in combat the first time, the artificer's tools tend to be pre-loaded with whatever was last used on them.&lt;br /&gt;
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===Augmented Titan Weapon===&lt;br /&gt;
The artificer is skilled enough to alter the workings of his Titan Weapons on the fly, combining the weapon's technology and his death ray. This power grants the Titan Weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). &lt;br /&gt;
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These bonuses are added to any properties the titan weapon already has, but duplicate abilities do not stack. If unenchanted, the titan weapon must have at least a +1 enhancement bonus before any other special abilities can be added. This ability does not let the artificer bypass the normal +5 enhancement limit for weapons.&lt;br /&gt;
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The artificer can also enhance a weapon with any of the following Death Ray Discoveries. When used on a Titan Weapon in this way, it acts as its corresponding weapon enchant (see table, below).&lt;br /&gt;
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|Death Ray Discovery ||Acts As... || Cost &lt;br /&gt;
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| --||Shock|| +1&lt;br /&gt;
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|Acid Death Ray||Corrosive ||  +1&lt;br /&gt;
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|Firey Death Ray||Flaming|| +1&lt;br /&gt;
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|Frost Death Ray||Frost|| +1&lt;br /&gt;
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|Anarchic Death Ray||Anarchic|| +1&lt;br /&gt;
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|Axiomic Death Ray||Axiomic|| +1&lt;br /&gt;
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Adding these properties consumes an amount of bonus equal to the property's cost (see the table above). Other discoveries may be added to this table over time. &lt;br /&gt;
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These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the artificer’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the artificer's turn (that round does not count against the total duration, unless the ability is resumed during the same round). &lt;br /&gt;
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The action of channeling this force works the same as activating and using a discovery. If the artificer possesses the Death Ray discovery he's emulating or is using just a flat enhancement bonus, he burns 1 use from his Charge Pool per round the ability is activated. If the artificer does not possess the discovery, they may spend 2 uses from their Charge Pool to emulate it for purposes of this ability. The artificer must be high enough level to access the discovery being used in this way.&lt;br /&gt;
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If the artificer uses this ability on a titan fist, the artificer may augment one, or both fists at the same time.&lt;br /&gt;
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This is a supernatural ability.&lt;br /&gt;
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[[Category:Admin|Artificer]]&lt;br /&gt;
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===Endurant Titan Armor===&lt;br /&gt;
'''Endurant Titan Armor (Ex):''' At 14th level the Artificer's Constitution score is considered to be 4 points higher for the purposes of determining how long he can continue to use his Titan Armor. This does not actually increase his constitution score. Example (Artificer with constitution of 12 is treated as having a constitution of 16 for the purposes of determining how long he can continue to use his Titan Armor).&lt;br /&gt;
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===Instant Artifice===&lt;br /&gt;
'''Device Master (Ex):''' At 18th level, the artificer can perform any Disable Device check that would normally take up to a minute as a swift action.&lt;br /&gt;
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===Grand Discoveries===&lt;br /&gt;
'''Grand Discovery (Su):''' At 20th level, the artificer makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding artifice breakthrough of significant import. For many artificers, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.&lt;br /&gt;
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:'''Awakened Intellect:''' The artificer's constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.&lt;br /&gt;
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:'''Artifice Heart:''' The artificer performs a delicate surgery, replacing his or her own beating heart with one crafted of artifice. The heart functions as a sort of artifice battery, fusing his armor with his body, and will continue to beat until disabled or otherwise destroyed. From this point forward he takes no penalty to his physical ability scores from advanced age so long as he wears his armor, though the armor need not be activated, only worn and maintained. If the artificer is already taking such penalties, they are removed at this time. This does not allow him to live past his normal lifespan. In addition, the artificer becomes immune to critical hits because of the heart.&lt;br /&gt;
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:'''Fast Healing:''' The artificer's flesh responds to damage with shocking speed—he gains continual fast healing 5. &lt;br /&gt;
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:'''Ultimate Titan Armor:''' You must possess the Adamantine Armor infusion. The Artificer's Clock-Work Armor possesses a hardened shell, increasing your armor AC by 2 and its Damage Reduction by 2/adamantine, which stacks with any previous discoveries the artificer possesses. Its damage reduction now applies even when the armor is powered down. If damaged, the armor heals itself as though having Regeneration 1 (electricity). It partially lends this ability to its user: if the artificer drops under 0 hit points when withing the armor, he automatically stabilizes.&lt;br /&gt;
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==Discoveries==&lt;br /&gt;
===General Discoveries===&lt;br /&gt;
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|colspan=&amp;quot;4&amp;quot; |General Discoveries&lt;br /&gt;
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| Discovery||Description||Level||Pre-Reqs&lt;br /&gt;
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| '''Extend potion'''||A number of times per day equal to his Intelligence modifier, the artificer can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to contraptions. This discovery does not need activated.||--&lt;br /&gt;
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| '''Infusion'''||When the artificer creates an contraption, he can infuse it with an extra bit of his own magical power. The contraption created now persists even after the artificer sets it down. As long as the contraption exists, it continues to occupy one of the artificer's daily contraption slots. An infused contraption can be activated by a non-artificer to gain its effects. Note, as a special rule here on Tenebrae, you may only gift infusions to PCs who you are currently in a scene with. This discovery does not need activated.||--&lt;br /&gt;
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| '''Combine Contraptions'''||When the artificer creates an contraption, he can place two blueprints into one contraption. When the contraption is expended, both blueprints take effect. This contraption has a level two levels higher than the highest-level blueprints placed in the contraption. An artificer must be at least 8th level before selecting this discovery. This discovery does not need activated.||8&lt;br /&gt;
|-&lt;br /&gt;
| '''Dilution'''||Once per day, the artificer can dilute any one potion or elixir (such as that crafted with Craft Wondrous Item or Craft Potion), creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute contraptions. An artificer must be at least 12th level before selecting this discovery.  This discovery does not need activated.||12&lt;br /&gt;
|-&lt;br /&gt;
| '''Elixir of life'''||Once per day, the artificer can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the artificer who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the artificer himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the artificer's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. An artificer must be at least 16th level before selecting this discovery. This discovery does not need activated.||16&lt;br /&gt;
|}&lt;br /&gt;
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===Death Ray Discoveries===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |Death Ray Discoveries&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Discovery||Description||Level||Pre-Reqs&lt;br /&gt;
|-&lt;br /&gt;
| '''Acid Death Ray*'''||The artificer can choose to have his death ray inflict acid damage. Creatures that take a direct hit from an acid Death Ray take an additional 1d6 points of acid damage 1 round later.||--||&lt;br /&gt;
|-&lt;br /&gt;
| '''Distance Adapter'''||The range for your Death Ray increases to 40'. This discovery is constant. It does not need activated.||--||&lt;br /&gt;
|-&lt;br /&gt;
| '''Firey Death Ray*'''||The artificer can choose to have his death ray inflict fire damage. Creatures that take a direct hit from a fiery Death Ray are dazzled for 1d4 rounds.||--||&lt;br /&gt;
|-&lt;br /&gt;
| '''Frost Death Ray*'''||The artificer can choose to have his death ray inflict cold damage. Creatures that take a direct hit from a frost Death Ray are staggered on their next turn unless they succeed on a Fortitude save.||--||&lt;br /&gt;
|-&lt;br /&gt;
| '''Smoke Death Ray*'''||The artificer can choose to have his death ray create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to a 10' cube for 1 round per level.||--||&lt;br /&gt;
|-&lt;br /&gt;
| '''Stink Death Ray*'''||The effects of the smoke created by an artificer's Death Ray can duplicate the effects of stinking cloud instead of fog cloud, filling a 10' cube for 1 round. An artificer must possess the smoke Death Ray discovery before selecting this discovery.||--||Smoke Death Ray&lt;br /&gt;
|-&lt;br /&gt;
| '''Tanglefoot Death Ray*'''||&amp;quot;A creature that takes a direct hit from a tanglefoot Death Ray must save against the Death Ray's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag.&lt;br /&gt;
::''Tanglefoot Bag (PRD) (Included for Reference):'' A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.&lt;br /&gt;
::A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.&lt;br /&gt;
| --||&lt;br /&gt;
|-&lt;br /&gt;
| '''Immolation Death Ray*'''||When the artificer creates a Death Ray, he can construct it in such a manner, that when exploded, it fires a fiery substance that coats the direct target's body, causing the Death Ray to deal its damage over time instead of all at once. The Death Ray's effect lasts for a number of rounds equal to the number of damage dice the Death Ray would normally deal (for instance, a 5d6 Death Ray lasts for 5 rounds). When the Death Ray hits the direct target, the Death Ray deals 1d6 + the artificer's Intelligence modifier in damage. It repeats this damage against the direct target of the Death Ray each round the immolation Death Ray lasts, dealing the damage at the start of the artificer's turn. A creature taking damage from an immolation Death Ray's direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the artificer's level + the artificer's Intelligent modifier). Because of the alchemical nature of this Death Ray, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These Death Rays can be used underwater. An artificer must be at least 3rd level before selecting this discovery.||4||&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive Missile'''||As a standard action, the artificer can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his Death Ray, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the artificer had thrown the Death Ray at the target. If the explosive missile misses, it does not detonate. An artificer must be at least 4th level before selecting this discovery.||4||&lt;br /&gt;
|-&lt;br /&gt;
| '''Widen Beam'''||When the artificer fires his death ray, he can expend 2 of its daily uses to widen the beam, potentially catching multiple creatures in the area. The targeted creature now receives a Reflex save to become a splash target instead of a primary target. All other creatures within 5 feet of the original target are now splash targets. Any creature hit as a splash target suffers none of the beam’s primary effects (including any additional effects, such as the extra damage from a caustic blast), but suffer damage equal to the minimum damage of the ray. So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage (of the same energy type) to all creatures within 5 feet of the main target. The artificer must be at least 4th level to select this discovery.||4||&lt;br /&gt;
|-&lt;br /&gt;
| '''Concussive Death Ray*'''||When the artificer creates a Death Ray, he can choose to have it inflict sonic damage. Concussive Death Rays deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive Death Ray are deafened for 1 minute unless they succeed at a Fortitude save. An artificer must be at least 6th level before selecting this discovery.||6||&lt;br /&gt;
|-&lt;br /&gt;
| '''Dispelling Death Ray*'''||When the artificer creates a Death Ray, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling Death Ray are subject to a targeted dispel magic spell, using the artificer's level as the caster level. This cannot be used to target a specific spell effect. The artificer must be at least 6th level before selecting this discovery.||6||&lt;br /&gt;
|-&lt;br /&gt;
| '''Flame Gun*'''||Instead of drawing the components of, creating, and throwing a Death Ray, the artificer can alter its ingredients to expel it as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the Death Ray. Each creature within the cone takes damage as if it had suffered a direct hit from the artificer's Death Ray, but succeeding at a Reflex save (DC = 10 + 1/2 the artificer's level + the artificer's Intelligent modifier) halves the damage. An artificer must be at least 6th level before selecting this discovery.||6||&lt;br /&gt;
|-&lt;br /&gt;
|'''Anarchic Death Ray*'''|| The artificer may choose to deal chaotic divine damage with his death ray. Lawful creatures that take a direct hit from an anarchic death ray must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, shots fired from an anarchic death ray deal half damage, and such targets are not affected by their staggering effect. Anarchic death rays have no effect on chaotic-aligned creatures. An artificer must be at least 8th level before selecting this discovery.||8||&lt;br /&gt;
|-&lt;br /&gt;
|'''Axiomatic Death Ray*'''||The artificer may choose to deal lawful divine damage with his death ray. Chaotic creatures that take a direct hit from an axiomatic death ray must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, shots fired from an axiomatic death ray deal half damage, and such targets are not affected by their staggering effect. Axiomatic death rays have no effect on lawful creatures. An artificer must be at least 8th level before selecting this discovery. ||8||&lt;br /&gt;
|-&lt;br /&gt;
| '''Blinding Death Ray*'''||When the artificer creates a Death Ray, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding Death Ray are blinded for 1 minute unless they succeed at a Fortitude save. An artificer must be at least 8th level before selecting this discovery.||8||&lt;br /&gt;
|-&lt;br /&gt;
| '''Confusion Death Ray*'''||&amp;quot;The artificer's Death Rays twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion Death Ray takes damage from the Death Ray and must succeed at a Will save or be under the effect of a confusion spell for 1 round per caster level of the artificer. Reduce the amount of normal damage dealt by the Death Ray by 2d6 (so a Death Ray that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An artificer must be at least 8th level before selecting this discovery.&lt;br /&gt;
::Confusion Spell (Included for Reference): This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.&lt;br /&gt;
:: [http://paizo.com/prd/spells/confusion.html Table]&lt;br /&gt;
::A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).&lt;br /&gt;
|8||&lt;br /&gt;
|-&lt;br /&gt;
| '''Delayed Fire'''||The artificer can fire a bomb from his Death Ray device that explodes a number of rounds after the artificer ceases contact with it. This delay can be any number of rounds as chosen by the artificer, up to a number of rounds equal to his level. If at any point the artificer reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from its construction. The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates. An artificer cannot have more than one delayed bomb at one time. If he creates another delayed delayed bomb, the previous one becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the artificer's level + the artificer's Intelligence modifier). An artificer must be at least 8th level before selecting this discovery.||8||&lt;br /&gt;
|-&lt;br /&gt;
| '''Fast Death Rays'''||An artificer with this discovery can quickly create enough Death Rays to throw more than one in a single round. The artificer can prepare and fire additional Death Ray shots as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An artificer must be at least 8th level before selecting this discovery. This discovery does not need activated.||8||&lt;br /&gt;
|-&lt;br /&gt;
| '''Force Death Ray*'''||When the artificer creates a Death Ray, he can choose to have it inflict force damage. Force Death Rays deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force Death Ray are knocked prone unless they succeed on a Reflex save. An artificer must be at least 8th level before selecting this discovery.||8||&lt;br /&gt;
|-&lt;br /&gt;
| '''Plague Death Ray*'''||The effects of the smoke created by an artificer's Death Ray duplicates the effects of contagion instead of fog cloud, filling the area of a 10' cube for 1 round per level. An artificer must be at least 8th level and must have the Smoke Death Ray discovery before selecting this discovery.||8||Smoke Death Ray&lt;br /&gt;
|-&lt;br /&gt;
| '''Strafing Beam'''||When the artificer fires his death ray, he can expend 2 of its daily uses to change the ray to a 30-foot line, or 3 daily uses to create a 60-foot line. The ray no longer has a range increment and does not require a touch attack, but any creature in the line can attempt a Reflex save for reduced damage. On a successful save, any affected creature suffers the ray’s minimum normal damage and none of its additional effects. (So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage.) This damage is negated as usual for a creature with evasion; a creature with improved evasion takes the minimum damage on a failed save. The artificer must be at least 8th level to select this discovery.||8||&lt;br /&gt;
|-&lt;br /&gt;
| '''Sunlight Death Ray*'''||The artificer can fire Death Rays that explode with a searing radiance equivalent to that of sunlight and that act as Blinding Death Rays. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the Death Ray. Undead that are harmed by sunlight and that fail their saves against the Death Ray are staggered for 1 round. An artificer must be at least 10th level and must have the Blinding Death Ray discovery before he can select this discovery.||10||Blinding Death Ray&lt;br /&gt;
|-&lt;br /&gt;
| '''Madness Death Ray'''||The artificer's Death Rays do more than sear flesh--they sear the mind. A creature that takes a direct hit from a madness Death Ray takes damage from the Death Ray plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the Death Ray by 2d6 (so a Death Ray that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness Death Ray is reduced by 1 for each madness Death Ray that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An artificer must be at least 12th level before selecting this discovery.||12||&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Death Ray*'''||The effects of the smoke created by an artificer's Death Ray duplicates the effects of cloudkill instead of fog cloud, filling the area of a 10' cube for 1 round per level. An artificer must be at least 12th level and must possess the Smoke Death Ray discovery before selecting this discovery.||12||Smoke Death Ray&lt;br /&gt;
|-&lt;br /&gt;
| '''Inferno Death Ray*'''||The effects of the smoke created by an artificer's Death Ray duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to a 10' cube for 1 round per level. An artificer must be at least 16th level and must possess the Smoke Death Ray discovery before selecting this discovery.||16||Smoke Ray Discovery&lt;br /&gt;
|}&lt;br /&gt;
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===Titan Armor Discoveries===&lt;br /&gt;
The following discoveries apply to the artificer's titan armor. By taking these discoveries, the artificer is able to use tools and his artifice know-how to increase his armor's effectiveness and creativity. &lt;br /&gt;
&lt;br /&gt;
Titan Armor Discoveries have a unique requirement. For a Titan Armor Discovery to be active, the armor must be powered. This is because many of these Discoveries require extra energy to make them work. There are some exceptions, as noted below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |Titan Armor Discoveries&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Discovery||Description||Level||Pre-Reqs&lt;br /&gt;
|-&lt;br /&gt;
| '''Titan Regeneration (su)*'''||This Discovery causes the armor to work to regenerate its wearer during battle. The artificer gains fast healing 1. This causes the artificer to heal 1 point of damage each round as long as the artificer is alive the module is in effect. The amount of healing increases by 1 point for every three artificer levels she possesses. ||--||--&lt;br /&gt;
|-&lt;br /&gt;
| '''Resistant Armor (su)*'''||This Discovery provides greater resistance to elemental energies. The artificer gains 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the module is activated. The protection increases by 2 for every three artificer levels she possesses. ||--||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Mithral Infusion (su)'''||You infuse your titan armor with the essence of mithral, though it may still appear to be made of a variety of materials. Your titan armor's ACP is reduced by 1. In addition, the Max Dex of your titan armor increases by 1 for every 6 artificer levels you possess. The benefit to Max Dex does not need activated, and remains in use even when the armor is not powered. You may only possess one armor Infusion discovery.&lt;br /&gt;
&lt;br /&gt;
Please do not argue for making the Titan Armor out mithral on top of this benefit. :S&lt;br /&gt;
|4||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Adamantine Infusion (su)'''||You infuse your titan armor with the essence of adamantine, though it may still appear to be made of a variety of materials. The armor's AC increases by 1, plus 1 for every 5 artificer levels, so a total of +7 at 5th, +8 at 10, to a max of +10 at 20th. This discovery does not need activated, and remains in use even when the armor is not powered. You may only possess one armor Infusion discovery.||4||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Spider Stability (su)'''||You modify your Titan Armor to create 'stability extensions,' similar to extra legs. These legs automatically adjust and reposition to improve stability, providing a +4 to CMD against Trip, Bull Rush, and Reposition effects when this is active. These extensions cannot be used for additional attacks, and are not dexterous enough to wield weapons or use tools. The armor does not need activated to use this ability.||4||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Undersea Diver (su)'''||You have modified your suit for diving. You gain a +8 bonus to swim checks, and a basic swim speed of 20. Although you cannot breathe underwater, your armor gains a limited ability to recycle the air within it. In effect, this increases the time you are allowed to hold your breath to Conx4 instead of Conx2. In addition to the benefits above, you have modified your Tools to work underwater, though any elemental penalties still apply (fire is not very useful, for example).||4||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Gears (su)''' ||When powered, your base land speed increases by 10. In addition, your Titan Weapon always counts as silver for the purposes of overcoming damage reduction, even when your armor is not powered. You may only possess one Infuse Armor discovery. ||6||Mithral Infusion&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Plating (su)''' ||When powered, your armor now gains DR 1/Adamantine. This increases by 1 for every 4 artificer levels you possess. In addition, your Titan Weapon always counts as adamantine for the purposes of overcoming damage reduction even when your armor is not powered. You may only possess one Infuse Armor discovery.||6||Adamantine Infusion&lt;br /&gt;
|-&lt;br /&gt;
|'''Faster Gears (su)'''||Your titan armor moves at unprecedented speeds, coordinating with your death ray at a technomagical level. As a full-round action, you can move up to your speed and make a single ranged attack with your death ray at any point during your movement.||6||Mithral Infusion&lt;br /&gt;
|-&lt;br /&gt;
| '''Titan Wings (su)'''||The artificer crafts a set of functional wings into his armor, giving him a fly speed of 40 (average) when the armor is powered. The weight of the armor does not affect this speed. ||8||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Spider Mobility (su)'''|| In addition to the effects of Spider Stability, you gain a Climb Speed of 40 whenever your Titan Armor is active. In addition, you do not lose your dexterity bonus while climbing, and opponents get no special bonus against you. You receive a +8 enhancement bonus on climb checks. ||8||Spider Stability&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardened Plating (su)'''|| The titan armor's damage reduction increases by 2/adamantine whenever it is powered. An artificer may select this discovery up to three times. Its effects stack. ||10||Adamantine Infusion&lt;br /&gt;
|-&lt;br /&gt;
| '''Nauseating Ooze* (su)'''||Upon activation of this discovery, the artificer's armor is covered in a nauseating, ooze-like poison that quickly coats his skin. Any creature that bites, engulfs, or swallows the artificer must make a Fortitude saving throw or be nauseated for 1d4 rounds. An artificer must be at least 12th level before selecting this discovery. The artificer with this discovery does not suffer the effect of the poison of his own nauseating ooze.||12||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Burning Core (su)'''||Your titanic armor lends you great strength. At L16, your Strength bonus is +8 instead of +6.||16||Adamantine Infusion&lt;br /&gt;
|-&lt;br /&gt;
|'''Supreme Gears (su)'''||Your titanic armor lends you great dexterity. At L16, your Dexterity bonus is +8 instead of +6.||16||Mithral Infusion&lt;br /&gt;
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|}&lt;br /&gt;
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[[Category:Admin|Artificer]]&lt;br /&gt;
[[Category:Classes|Artificer]]&lt;br /&gt;
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===Titan Weapon Discoveries===&lt;br /&gt;
Titan Weapon Discoveries have a unique requirement. For a Titan Weapon Discovery to be active, the armor must be powered. This is because many of these Discoveries require extra energy to make them work. There are some exceptions, as noted below. &lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |Titan Weapon Discoveries&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Discovery||Description||Level||Pre-Reqs&lt;br /&gt;
|-&lt;br /&gt;
|'''Stabbing Claw (ex)'''||Titan Grips only. Releasing and resheathing the grips is now a free action. This discovery does not need activated, and may be used without the armor being powered.||--||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Titan Merge (su)'''||Engineer's hammer or wrench only. Whenever holding your titan weapon in one hand, you may merge and unmerge it into your arm as a free action, making it a true extension of your body. When merged, this effect covers your hand, giving you a -4 to dexterity related skill checks, but gives you additional strength to break and sunder objects (giving you a +2 to related strength checks). Your titan weapon cannot be disarmed when fused in this way. ||--||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Locking Grips (ex)'''||Titan Grips only. The power of the titan armor may be channeled into this weapon. The claw may be used as a powerful pair of vice grips, giving the artificer a +2 to checks to sunder weapons (twist! snap!). In addition, when strengthened in this way, the Vice Grips can no longer be disarmed.||--||--&lt;br /&gt;
|-&lt;br /&gt;
| '''Massive Titan Fists (ex)'''||Titan Fist only. Treat your titan fists as one size larger for purposes of base damage dice. If you are medium, this means their base dice is now 2d6. This discovery does not need activated, and may be used without the armor being powered.||6||--&lt;br /&gt;
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| '''Titan Maul (ex)'''||Engineer's hammer or wrench only. You rework your titan weapon to be as massive, and strong as an earthbreaker. The titan weapon now does 2d6 base damage. Its other stats remain the same. This discovery does not need activated, and may be used without the armor being powered.||6||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Tremor Cell (su)''' || Titan hammer or wrench only. The artificer strikes the floor with his titan weapon as a full-round action. This attack automatically hits and deals damage normally. If the artificer deals more damage than the floor's hardness, the space he occupies and all of the squares adjacent to him become difficult terrain. Creatures in those squares, except the artificer, must succeed at DC 15 Reflex saves or be knocked prone. ||6||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Slammer (su)''' ||Engineer's Wrench or Hammer Only. Seeking to squeeze as much efficiency as possible out of your loadout, you have fused your Titan Weapon into your Death Ray. You may as a Swift action, fuse your Wrench or Hammer into your Death Ray, or vice versa. The result is a great weapon, which is terrifying to behold. The fused weapon is a 2H weapon. It may be fired as a Death Ray or used in melee. Outside of becoming 2H, its stats otherwise remain the same. That is, when firing at range, use the Death Ray stats and enchantments. When used in melee, use the Wrench/Hammer stats and enhancements. Switching between functions on this massive weapon is a swift action. This discovery does not allow the artificer to threaten at range, nor does it extend the artificer's normal threat range.&lt;br /&gt;
&lt;br /&gt;
In addition, this fusion reduces the cost of Augment Titan Weapon by 1 each round, to a minimum of 1. This discount only applies when fused. You may separate the weapons again as a free action. Both items are still enchanted separately, and when unfused, may be used separately. Fusion does not automatically grant one the powers of the other.&lt;br /&gt;
|8||Titan Maul&lt;br /&gt;
|-&lt;br /&gt;
| '''Fast Titan Fist (ex)'''||Titan Fist only. You must be level 8 before selecting this discovery. This discovery grants you an additional slam attack per round with one of your Fists, at your full BAB. Requires the Titan Fists discovery. This discovery does not need activated, and may be used without the armor being powered.||8||--&lt;br /&gt;
|-&lt;br /&gt;
|'''Extendable Grip (ex)'''&lt;br /&gt;
|Titan Grips only. The artificer can extend the Vice Grip's reach by 5' as a swift action. The artificer controls the weapon's motions by moving his own hand and fingers; the weapon does its best to mimic. The Vice Grips can manipulate objects, but not weapons, as dexterously as the artificer. The weapon uses the artificer's own strength score, as it is considered a mechanical extension of his person.&lt;br /&gt;
&lt;br /&gt;
However, as it is not truly flesh and bone and is actually extended on a series of mechanically sensitive bridges and joints, the extended weapon may be sundered or attacked as a held item would. Treat it as a short sword for this purpose.&lt;br /&gt;
|8||--&lt;br /&gt;
|-&lt;br /&gt;
| '''Sawblade Rend (ex)'''||Titan Fist only. You've augmented your armor to a deadly degree. If you hit with both slam attacks, you may rend your opponent for an additional an 1d10 points of damage, plus 1 1/2 times your strength modifier. You may only deal this additional damage once per round. You must be level 12 before selecting this discovery. Treat this as bonus damage, not an additional attack. ||12||--&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extras==&lt;br /&gt;
===Bonus Contraptions per Level===&lt;br /&gt;
This table is provided for ease of reference. Just replace &amp;quot;Spell&amp;quot; with &amp;quot;Contraption in the table, below.&lt;br /&gt;
&lt;br /&gt;
{{BonusSpellsPerLevel}}&lt;br /&gt;
&lt;br /&gt;
===Blueprints List===&lt;br /&gt;
{{ArtificerBlueprints}}&lt;br /&gt;
&lt;br /&gt;
===Starting Kits===&lt;br /&gt;
...submit one!&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Artificer]]&lt;br /&gt;
[[Category:Classes|Artificer]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:WIShouldersTable&amp;diff=31353</id>
		<title>Template:WIShouldersTable</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:WIShouldersTable&amp;diff=31353"/>
		<updated>2019-04-01T18:54:02Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;shoulders_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Shoulders'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Shoulders'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cape of effulgent escape|Cape of effulgent escape]]||14000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cape of the mountebank|Cape of the mountebank]]||10800&lt;br /&gt;
|-&lt;br /&gt;
| [[#Catching cape|Catching cape]]||200&lt;br /&gt;
|-&lt;br /&gt;
| [[#Charlatan's cape|Charlatan's cape]]||45000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of arachnida|Cloak of arachnida]]||14000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of displacement, major|Cloak of displacement, major]]||50000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of displacement, minor|Cloak of displacement, minor]]||24000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of elvenkind|Cloak of elvenkind]]||2500&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of etherealness|Cloak of etherealness]]||55000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of fangs|Cloak of fangs]]||2800&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of fiery vanishing|Cloak of fiery vanishing]]||2600&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of human guise|Cloak of human guise]]||900&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of resistance|Cloak of resistance]]||Varies&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of the bat|Cloak of the bat]]||26000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of the diplomat|Cloak of the diplomat]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of the duskwalker|Cloak of the duskwalker]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of the hedge wizard|Cloak of the hedge wizard]]||2500&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of the manta ray|Cloak of the manta ray]]||7200&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cloak of the scuttling rat|Cloak of the scuttling rat]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cocoon cloak|Cocoon cloak]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Comfort's cloak|Comfort's cloak]]||15600&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cowardly crouching cloak|Cowardly crouching cloak]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[#Demonspike pauldrons|Demonspike pauldrons]]||14350&lt;br /&gt;
|-&lt;br /&gt;
| [[#Eagle cape|Eagle cape]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gunfighter's poncho|Gunfighter's poncho]]||14000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Highwayman's cape|Highwayman's cape]]||32500&lt;br /&gt;
|-&lt;br /&gt;
| [[#Hunter's cloak|Hunter's cloak]]||7500&lt;br /&gt;
|-&lt;br /&gt;
| [[#Jellyfish cape|Jellyfish cape]]||19200&lt;br /&gt;
|-&lt;br /&gt;
| [[#Juggernaut's pauldrons|Juggernaut's pauldrons]]||40000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Lion cloak|Lion cloak]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mantle of spores|Mantle of spores]]||13400&lt;br /&gt;
|-&lt;br /&gt;
| [[#Muleback Cords|Muleback Cords]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Pauldrons of the bull|Pauldrons of the bull]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Pauldrons of the serpent|Pauldrons of the serpent]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Pauldrons of the watchful lion|Pauldrons of the watchful lion]]||10800&lt;br /&gt;
|-&lt;br /&gt;
| [[#Prestidigitator's cloak|Prestidigitator's cloak]]||17200&lt;br /&gt;
|-&lt;br /&gt;
| [[#Quickchange cloak|Quickchange cloak]]||1500&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shawl of life-keeping|Shawl of life-keeping]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shawl of the crone|Shawl of the crone]]||16000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shield cloak|Shield cloak]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shifterskin, Major|Shifterskin, Major]]||11000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Shifterskin, Minor|Shifterskin, Minor]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Stole of justice|Stole of justice]]||18000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Stone cloak, major|Stone cloak, major]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Stone cloak, minor|Stone cloak, minor]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Stonemist cloak|Stonemist cloak]]||3500&lt;br /&gt;
|-&lt;br /&gt;
| [[#Treeform cloak|Treeform cloak]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wings of flying|Wings of flying]]||54000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wings of the gargoyle|Wings of the gargoyle]]||72000&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wyvern cloak|Wyvern cloak]]||78600&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:WIShouldersDesc&amp;diff=31352</id>
		<title>Template:WIShouldersDesc</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:WIShouldersDesc&amp;diff=31352"/>
		<updated>2019-04-01T18:52:58Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of effulgent escape	&amp;quot;&amp;gt;	Cape of effulgent escape	&amp;lt;/span&amp;gt;''''' 	(	14,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shining white cloak is trimmed with golden sunbursts and continuously radiates light (as per the light spell, but only in a 10-foot radius). Twice per day, the wearer can command the cape to erupt in a burst of light, blinding all creatures other than the wearer within 20 feet for 1d4 rounds (Reflex DC 14 negates). After triggering this burst, the wearer becomes invisible (as the ''invisibility'' spell, with a duration of 1 minute) and the cape's light is extinguished as long as the wearer is invisible.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daylight'', ''invisibility''	'''Cost'''	7000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of the mountebank	&amp;quot;&amp;gt;	Cape of the mountebank	&amp;lt;/span&amp;gt;''''' 	(	10,800	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Once per day on command, this bright red and gold cape allows the wearer to use the magic of the ''dimension door'' spell. When he disappears, he leaves behind a cloud of harmless gray smoke, appearing in a similar dramatic fashion at his destination.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door''	'''Cost'''	5400	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Catching cape	&amp;quot;&amp;gt;	Catching cape	&amp;lt;/span&amp;gt;'''''	(	200	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery cape furls and ripples like a flag with every step its owner takes. As a swift action, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield''	'''Cost'''	100	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Charlatan's cape	&amp;quot;&amp;gt;	Charlatan's cape	&amp;lt;/span&amp;gt;'''''	(	45,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation and illusion	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This garish cloak of red velvet is embroidered with gold-threaded patterns, typically in shapes of sinisterly masked harlequins or other imagery of sinister revelry. The cloak acts like a ''cloak of the mountebank'', but its ''dimension door'' power can be used three times per day. Furthermore, once per day the wearer of the cloak can use ''ethereal jaunt'', as per the spell.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimension door'', ''ethereal jaunt''	'''Cost'''	22500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=''{{PadBottom|10}}''&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of arachnida	&amp;quot;&amp;gt;	Cloak of arachnida	&amp;lt;/span&amp;gt;'''''	(	14,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This red and violet silk garment, delicately embroidered with a barely perceptible web-like pattern, gives the wearer the ability to climb as if a ''spider climb'' spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''spider climb'', ''web''	'''Cost'''	7000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, major	&amp;quot;&amp;gt;	Cloak of displacement, major	&amp;lt;/span&amp;gt;'''''	(	50,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Embroidered with images of falling stars and pale moons, this item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the ''displacement'' spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''displacement''	'''Cost'''	25000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of displacement, minor	&amp;quot;&amp;gt;	Cloak of displacement, minor	&amp;lt;/span&amp;gt;'''''	(	24,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a normal cloak, with a pattern very similar to a ''major cloak of displacement'' nocturnal designs, but when worn its magical properties distort and warp light waves. This displacement works similar to the ''blur'' spell, granting a 20% miss chance on attacks against the wearer. It functions continually.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''blurr''	'''Cost'''	12000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of elvenkind	&amp;quot;&amp;gt;	Cloak of elvenkind	&amp;lt;/span&amp;gt;'''''	(	2,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', creator must be an elf	'''Cost'''	1250	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of etherealness	&amp;quot;&amp;gt;	Cloak of etherealness	&amp;lt;/span&amp;gt;'''''	(	55,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	15th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ''ethereal jaunt'' spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ethereal jaunt''	'''Cost'''	27500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fangs	&amp;quot;&amp;gt;	Cloak of fangs	&amp;lt;/span&amp;gt;'''''	(	2,800	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self'', ''resistance''	'''Cost'''	1400	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of fiery vanishing	&amp;quot;&amp;gt;	Cloak of fiery vanishing	&amp;lt;/span&amp;gt;'''''	(	2,600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and illusion	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer's invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''silent image''	'''Cost'''	1300	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of human guise	&amp;quot;&amp;gt;	Cloak of human guise	&amp;lt;/span&amp;gt;'''''	(	900	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This plain cloak only has any effect when worn by a member of a half-human race, such as a half-orc or half-elf. It alters the wearer's appearance similarly to a ''hat of disguise'', but only to the extent that it conceals or alters the wearer's non-human physical traits so the creature appears fully human. Any feature that is plausibly human remains. For example, a half-orc wearing the cloak loses his green or gray skin color and pointed ears, has no visible tusks, and is otherwise completely able to pass as a human version of his normal self. Likewise, a half-elf wearing the cloak has round ears, humanlike eyes, and no other traits indicating elven ancestry. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	450	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of resistance	&amp;quot;&amp;gt;	Cloak of resistance	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). The cost is as follows: +1 bonus 1,000 gp; +2 bonus 4,000 gp; +3 bonus 9,000 gp; +4 bonus 16,000 gp; +5 bonus 25,000 gp .	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resistance'', creator's caster level must be at least three times the cloak's bonus	'''Cost'''	Varies	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the bat	&amp;quot;&amp;gt;	Cloak of the bat	&amp;lt;/span&amp;gt;'''''	(	26,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as ''beast shape III''). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape III'', ''fly''	'''Cost'''	13000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the diplomat	&amp;quot;&amp;gt;	Cloak of the diplomat	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The forest-green cloak grants a +5 competence bonus on Diplomacy and Sense Motive checks. In addition, once per day, before making a Diplomacy or Sense Motive check, the wearer can decide to call upon the powers of the cloak to roll twice and take the better result. Finally, the wearer of this cloak can adjust a creature's attitude up to three steps when using Diplomacy, instead of the normal limit of two steps. However, the cloak's power does have one drawback. Should the wearer ever fail a Diplomacy checks made to adjust a creature's attitude by 5 or more, the creature's attitude is reduced by two steps instead of one.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm person'', creator must have 5 ranks in Diplomacy and Sense Motive	'''Cost'''	10000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the duskwalker	&amp;quot;&amp;gt;	Cloak of the duskwalker	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dark, velvety cloak billows with a dramatic flourish in its wearer's wake. The cloak grants its wearer low-light vision. Once per day, on command, the wearer can surround herself with darkness, as the ''darkness'' spell. While this darkness is active, the cloak also grants the wearer darkvision 60 feet as well as low-light vision.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''darkness'', ''darkvision''	'''Cost'''	5000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the hedge wizard	&amp;quot;&amp;gt;	Cloak of the hedge wizard	&amp;lt;/span&amp;gt;'''''	(	2,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint, school based on cloak type	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.&lt;br /&gt;
&lt;br /&gt;
* Abjuration: at will—resistance; 1/day—endure elements, shield&lt;br /&gt;
* Conjuration: at will—acid splash; 1/day—mage armor, unseen servant&lt;br /&gt;
* Divination: at will—detect magic; 1/day—detect secret doors, true strike&lt;br /&gt;
* Enchantment: at will—daze; 1/day—charm person, sleep&lt;br /&gt;
* Evocation: at will—light; 1/day—floating disk, magic missile&lt;br /&gt;
* Illusion: at will—ghost sound; 1/day—color spray, silent image&lt;br /&gt;
* Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement&lt;br /&gt;
* Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak's school of magic	'''Cost'''	1250	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the manta ray	&amp;quot;&amp;gt;	Cloak of the manta ray	&amp;lt;/span&amp;gt;'''''	(	7,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the ''beast shape II'' spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak also allows the wearer to attack with a sting ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	3600	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cloak of the scuttling rat	&amp;quot;&amp;gt;	Cloak of the scuttling rat	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This unassuming cloak initially appears to be made of plain leather. When the wearer speaks the command word, however, the ''cloak of the scuttling rat'' wraps itself around her, transforming her into a dire rat as if using ''beast shape I''. The wearer can remain in dire rat form for up to 5 minutes per day. This duration need not be consecutive, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cocoon cloak	&amp;quot;&amp;gt;	Cocoon cloak	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer's body, hardening into a solid silk cocoon. While wrapped in the cocoon the wearer gains a +4 enhancement bonus to natural armor and is protected from critical hits and sneak attacks as if subject to the ''light fortification'' armor ability (25% chance for normal damage on a critical hit). The cocoon opens and transforms back into a cloak once the wearer awakens.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''vermin shape I''	'''Cost'''	5000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Comfort's cloak	&amp;quot;&amp;gt;	Comfort's cloak	&amp;lt;/span&amp;gt;'''''	(	15,600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration and necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A favored cloak of rangers, this cloak is a patchwork of hides and fur. ''Comfort's cloak'' grants a constant ''endure elements'' effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''endure elements''	'''Cost'''	7800	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cowardly crouching cloak	&amp;quot;&amp;gt;	Cowardly crouching cloak	&amp;lt;/span&amp;gt;'''''	(	1,800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the ''sanctuary'' spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sanctuary''	'''Cost'''	900	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Demonspike pauldrons	&amp;quot;&amp;gt;	Demonspike pauldrons	&amp;lt;/span&amp;gt;'''''	(	14,350	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	8 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These black iron pauldrons are studded with jagged spikes of various lengths. ''Demonspike pauldrons'' act as ''+2 armor spikes'' and also deal 1d2 bleed damage on a successful grapple attack or melee attack made with the pauldrons. If these pauldrons are worn with normal armor spikes, increase the damage done by the armor spikes to 1d6 (Small) or 1d8 (Medium), and use the greater of the two enhancement bonuses to attack and damage—either from the armor spikes (if any) or the ''demonspike pauldrons''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''bleed''	'''Cost'''	7175	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eagle cape	&amp;quot;&amp;gt;	Eagle cape	&amp;lt;/span&amp;gt;'''''	(	7,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Large eagle feathers decorate the back and arms of this magnificent cape. Should the cape's wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground. This acts exactly like a ''feather fall'' spell for the wearer only. Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as per the ''beast shape I'' spell, except that it allows only eagle form and the wearer gains the eagle's full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I'', ''feather fall'', ''percieve clues''	'''Cost'''	3500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gunfighter's poncho	&amp;quot;&amp;gt;	Gunfighter's poncho	&amp;lt;/span&amp;gt;'''''	(	14,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The abjurations woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic. The wearer gains a +2 luck bonus to touch AC. Once per day as an immediate action, the wearer can negate a single ranged touched attack targeted at him, but cannot use this ability if the attack is a confirmed critical hit. When the wearer uses this ability, he must fall prone.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bullet shield''	'''Cost'''	7000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Highwayman's cape	&amp;quot;&amp;gt;	Highwayman's cape	&amp;lt;/span&amp;gt;'''''	(	32,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This reversible multicolored cape marks the wearer's flamboyant audacity when turned with its bright colors outward, granting a +5 competence bonus on Bluff checks. Reversible as a move action, the dappled camouflage of its other side grants a +5 competence bonus on Stealth checks. Regardless of the cape’s current facing, the wearer can spend an immediate action at will to roll an Escape Artist check against being grappled, bound, or restrained as if the cape targeted her with liberating command  (Ultimate  Combat).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''liberating command''	'''Cost'''	16250	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hunter's cloak	&amp;quot;&amp;gt;	Hunter's cloak	&amp;lt;/span&amp;gt;'''''	(	7,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Usually made from the skins of giant serpents, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. If the wearer has the favored terrain class ability and is traveling through one of his favored terrains, once per day he can transform himself into an animal native to that environment. This works identically to the ''beast shape I'' spell, save that it is limited to creatures native to the environment (as defined in the appropriate Bestiary entry or per the GMs discretion). This effect lasts for 10 minutes per day. The duration need not be continuous, but it must be used in 1-minute increments. (Tenebrae does not apply errata to this item.)	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	3750	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Jellyfish cape	&amp;quot;&amp;gt;	Jellyfish cape	&amp;lt;/span&amp;gt;'''''	(	19,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II'', ''water breathing''	'''Cost'''	9600	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Juggernaut's pauldrons	&amp;quot;&amp;gt;	Juggernaut's pauldrons	&amp;lt;/span&amp;gt;'''''	(	40,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability. On command, the wearer can increase its size, as though subject to an ''enlarge person'' spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons' wearer kills an opponent, the wearer gains the benefit of the ''deadly juggernaut'' spell for 1 minute.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''deadly juggernaut'', ''enlarge person'', ''rage''	'''Cost'''	20000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lion cloak	&amp;quot;&amp;gt;	Lion cloak	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from a single male lion's coat with the mane surrounding its hood, the ''lion cloak'' is an impressive sight. A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects and a +2 circumstance bonus on Intimidate checks. Once per day, the wearer can pull the hood over her head, assuming the form of a lion (as the ''beast shape II'' spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape II''	'''Cost'''	6000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mantle of spores	&amp;quot;&amp;gt;	Mantle of spores	&amp;lt;/span&amp;gt;'''''	(	13,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mantle grants the wearer a +4 resistance bonus on saving throws against disease. Once per day, the wearer can flourish the cape as a swift action to surround himself with a cloud of deadly spores. Creatures adjacent to the wearer take 1d6 points of damage from the spores, plus 1d3 points of damage per round for 3 rounds as the spores grow into fuzzy green mold. After these rounds the mold becomes harmless, and can be washed away with a minute of scrubbing. The spores can be destroyed by making a DC 15 Heal check on an affected creature, or by effects that remove diseases. The spores are a disease effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''contagion''	'''Cost'''	6700	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Muleback Cords	&amp;quot;&amp;gt;	Muleback Cords	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1/4 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	500	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the bull	&amp;quot;&amp;gt;	Pauldrons of the bull	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel pauldrons are engraved with images of charging bulls. When their wearer makes a bull rush combat maneuver, she can make the check twice and take the better result. Furthermore, they grant a +2 enhancement bonus to CMD against bull rushes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull's strength''	'''Cost'''	5000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the serpent	&amp;quot;&amp;gt;	Pauldrons of the serpent	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Constructed of mithral, each of these pauldrons bears an embossed device of a viper coiled defensively. These pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer's CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cat's grace''	'''Cost'''	1500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pauldrons of the watchful lion	&amp;quot;&amp;gt;	Pauldrons of the watchful lion	&amp;lt;/span&amp;gt;''''' 	(	10,800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These steel and brass pauldrons feature two brass lion heads, one on each shoulder. Twice a day as an immediate action when a creature successfully makes an Acrobatics check to move through the wearer's threatened area or its space without provoking an attack of opportunity, a shadowy lion can animate from one of the pauldrons and attack that creature. The attack uses the wearer's base attack bonus + Dexterity modifier and attacks the target's touch AC. On a hit, the lion deals 2d6 points of piercing damage (×2 critical).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''spectral hand''	'''Cost'''	5400	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Prestidigitator's cloak	&amp;quot;&amp;gt;	Prestidigitator's cloak	&amp;lt;/span&amp;gt;''''' 	(	17,200	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion and transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This short black cloak grants its wearer a +8 competence bonus on Slight of Hand checks. Furthermore, as a full-round action, the cloak can be removed and placed on an single object that takes up a 5-foot square or less and weighs 100 lbs. or less, at which point the object disappears and is stored within an extradimensional space within the cloak. The object can remain in the cloak for no more than 1 hour, at which point it falls out of the cloak in a square adjacent to the cloak or its wearer. The wearer can also command the cloak to dispel the object into an adjacent square.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''guidance'', ''rope trick''	'''Cost'''	8600	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Quickchange cloak	&amp;quot;&amp;gt;	Quickchange cloak	&amp;lt;/span&amp;gt;''''' 	(	1,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	One side of this reversible gray hooded cape is exquisitely embroidered and richly decorated, while the other appears shabby and worn. On command, by passing the edge of the cloak over her face, the wearer may remove a mundane disguise (one applied with the Disguise skill) and store it in the cloak. This does not change the cloak's appearance in any way. Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check. The cloak can store up to three disguises at once, and any wearer of the cloak can discard any number of disguises within the cloak as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prestidigitation'' creator must have 5 ranks in Disguise	'''Cost'''	750	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of life-keeping	&amp;quot;&amp;gt;	Shawl of life-keeping	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost. While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', ''stabilize''	'''Cost'''	500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shawl of the crone	&amp;quot;&amp;gt;	Shawl of the crone	&amp;lt;/span&amp;gt;'''''	(	16,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer's actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age, including penalties to her physical attributes, nor does she gain any bonuses to her mental attributes. The wearer also gains a +4 circumstance bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children. The wearer also counts as a hag for the purposes of forming a covey, but this covey must always include at least one actual hag.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	8000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shield cloak	&amp;quot;&amp;gt;	Shield cloak	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The wearer of this rough, gray cloak can, as a move action, grasp the garment's edge and cause it to harden. The wearer can use the hardened edge it as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''shield''	'''Cost'''	500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shifterskin, Major	&amp;quot;&amp;gt;	Shifterskin, Major	&amp;lt;/span&amp;gt;'''''	(	11000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from the hide of a specific animal, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. Once per day he can transform himself into an animal. This shifterskin functions as Beast Shape II, and the form assumed is tied to the hide used to create the cloak. This effect lasts for 10 minutes per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape ii&amp;quot;	'''Cost'''	5500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shifterskin, Minor	&amp;quot;&amp;gt;	Shifterskin, Minor	&amp;lt;/span&amp;gt;'''''	(	7000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from the hide of a specific animal, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. Once per day he can transform himself into an animal. The basic shifterskin functions as Beast Shape I, and the form assumed is tied to the hide used to create the cloak. This effect lasts for 10 minutes per day. 	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape i&amp;quot;	'''Cost'''	3500	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stole of justice	&amp;quot;&amp;gt;	Stole of justice	&amp;lt;/span&amp;gt;'''''	(	18,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long stole of unrelenting black is marked on one end with golden scales and the other with the embroidered image of hooded justice. The wearer gains a +5 competence bonus on Sense Motive checks and can create a ''zone of truth'' for up to 5 minutes per day; these rounds need not be consecutive. When the wearer uses ''detect chaos'', ''detect evil'', ''detect good'', or ''detect law'', at the beginning of her next turn after casting she gains information as if she had concentrated for 3 full rounds. Finally, if the wearer is an inquisitor, when using her judgment she receives a bonus on Perception checks and her combat maneuver defense as if she were wielding a ''jurist'' weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth'', creator must have 5 ranks in Sense Motive	'''Cost'''	9000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, major	&amp;quot;&amp;gt;	Stone cloak, major	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cloak is identical to the stone cloak, save that it provides DR 10/adamantine when activated.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stoneskin''	'''Cost'''	10000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone cloak, minor	&amp;quot;&amp;gt;	Stone cloak, minor	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone shape''	'''Cost'''	5000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stonemist cloak	&amp;quot;&amp;gt;	Stonemist cloak	&amp;lt;/span&amp;gt;'''''	(	3,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration and illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	In rocky or mountainous areas, when this stone-gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. Once per day, the wearer can create an area of fog equivalent to ''obscuring mist''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility'', ''obscuring mist''	'''Cost'''	1750	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Treeform cloak	&amp;quot;&amp;gt;	Treeform cloak	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long green cloak's back features an embroidered image of an ancient oak. Once per day on command, the wearer can assume the shape of a tree, as the ''tree shape'' spell, but can only take the form of a living tree. Furthermore, each hour the wear spends in tree form while in direct sunlight, he heals 1d6 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''goodberry'', ''tree form''	'''Cost'''	3000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of flying	&amp;quot;&amp;gt;	Wings of flying	&amp;lt;/span&amp;gt;'''''	(	54,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly''	'''Cost'''	27000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wings of the gargoyle	&amp;quot;&amp;gt;	Wings of the gargoyle	&amp;lt;/span&amp;gt;'''''	(	72,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These cloth shoulder straps have many pebbles stitched into them. The wearer of the straps can command them to unfurl a pair of wings made from a hard gray stone. These wings grant her a fly speed of 60 feet and average maneuverability. When these wings are present her skin also takes on a noticeable stone-like appearance and she gains DR 10/adamantine. The wearer can furl and unfurl these wings as a swift action. The wings can be used for up to 5 minutes each day. The duration need not be continuous, but it must be used in 1-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fly'', ''stoneskin''	'''Cost'''	36000	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wyvern cloak	&amp;quot;&amp;gt;	Wyvern cloak	&amp;lt;/span&amp;gt;'''''	(	78,600	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy cloak is made of blue scaled leather and has a pointed hem that hangs near the ground. The cloak provides the wearer a +4 resistance bonus on Will saves, a continuous ''feather fall'' effect (as the spell), and the ability to use ''fly'' once per day. At will as a swift action, the wearer can form the hem into a stinger, granting her a sting natural weapon. This sting deals 1d6 points of damage plus ''poison'' (as the spell; DC 16). Reverting the stinger to its normal, inconspicuous shape is a free action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''feather fall'', ''fly'', ''poison'', ''resistance'', creator must be at least caster level 12	'''Cost'''	39300	&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Slotless&amp;diff=31351</id>
		<title>Slotless</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Slotless&amp;diff=31351"/>
		<updated>2019-04-01T18:33:21Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;slotless_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Slotless'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Slotless'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Universal solvent|Universal solvent]]||50&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (anchor)]]||50&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun torch|Ioun torch]]||75&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stubborn nail|Stubborn nail]]||100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#War paint of the terrible visage|War paint of the terrible visage]]||100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of love|Elixir of love]]||150&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Unguent of timelessness|Unguent of timelessness]]||150&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Soul soap|Soup soap]]||200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (fan)]]||200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of tracelessness|Dust of tracelessness]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of hiding|Elixir of hiding]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of swimming|Elixir of swimming]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of tumbling|Elixir of tumbling]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of vision|Elixir of vision]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Nightdrops|Nightdrops]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Oil of silence|Oil of silence]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Silversheen|Silversheen]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Traveler's any-tool|Traveler's any-tool]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottle of messages|Bottle of messages]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Origami swarm|Origami swarm]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (bird)]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Alluring golden apple|Alluring golden apple]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Key of lock jamming|Key of lock jamming]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (tree)]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (swan boat)]]||450&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Animated portrait|Animated portrait]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottled misfortune|Bottled misfortune]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of truth|Elixir of truth]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (whip)]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Seer's tea|Seer's tea]]||550&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Abjurant salt|Abjurant salt]]||600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Arrow magnet|Arrow magnet]]||600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of darkness|Dust of darkness]]||600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Campfire bead|Campfire bead]]||720&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Archon's torch|Archon's torch]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron rope|Iron rope]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Snapleaf|Snapleaf]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of extended summoning|Book of exended summoning (lesser)]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottled yeti fur|Bottled of yeti fur]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Defoliant polish|Defoliant polish]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of emulation|Dust of emulation]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Steadfast gut-stone|Steadfast gut-stone]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of dryness|Dust of dryness]]||850&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bead of newt prevention|Bead of newt prevention]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Beast-bond brand|Beast-bond brand]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Concealing pocket|Concealing pocket]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dowsing syrup|Dowsing syrup]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Incense of transcendence|Incense of transcendence]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pyxes of redirected focus|Pyxes of redirected focus]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Salve of slipperiness|Salve of slipperiness]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Wasp nest of swarming|Wasp nest of swarming]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (1st)]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of fire breath|Elixir of fire breath]]||1100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Grave salt|Grave salt]]||1100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of the sewers|Pipes of the sewers]]||1150&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of illusion|Dust of illusion]]||1200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Goblin skull bomb|Goblin skull bomb]]||1200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of dragon breath|Elixir of dragon breath]]||1400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bookmark of deception|Book of deception]]||1500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Word bottle|Word bottle]]||1500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of acid consumption|Dust of acid consumption]]||1600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of appearance|Dust of appearance]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Efficient quiver|Efficient quiver]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of sounding|Pipes of sounding]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Agile alpenstock|Agile alpenstock]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Clamor box|Clamor box]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Handy haversack|Handy haversack]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of fog|Horn of fog]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron spike of passage|Iron spike of passage]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Goblin fire drum|Goblin fire drum (normal)]]||2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Knight's pennon|Knight's pennon (honor)]]||2,200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Volatile vaporizer|Volatile vaporizer (1st)]]||2,200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elemental gem|Elemental gem]]||2250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Flying ointment|Flying ointment]]||2250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Sovereign glue|Sovereign glue]]||2400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Candle of truth|Candle of truth]]||2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Hexing doll|Hexing doll]]||2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type I)]]||2,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of alarm|Stone of alarm]]||2700&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of extended summoning|Book of exended summoning (standard)]]||2,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bead of force|Bead of force]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of brewing|Cauldron of brewing]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chime of opening|Chime of opening]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Philter of love|Philter of love]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Rope of climbing|Rope of climbing]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Volatile vaporizer|Volatile vaporizer (2nd)]]||3,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Shroud of disintegration|Shroud of disintegration]]||3300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of tricks|Bag of tricks (gray)]]||3,400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of disappearance|Dust of disappearance]]||3500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of weighty burdens|Dust of weight burdens]]||3600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Noble's vigilant pillbox|Noble's vigilant pillbox]]||3600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (silver raven)]]||3,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Volatile vaporizer|Volatile vaporizer (3rd)]]||3,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cautionary creance|Cautionary creance]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Escape ladder|Escape ladder]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Far-reaching sight|Far-reaching sight]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Marvelous pigments|Marvelous pigments]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Restorative ointment|Restorative ointment]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone salve|Stone salve]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (clear)]]||4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (2nd)]]||4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Wind-caller compass|Wind-caller compass]]||4400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Void dust|Void dust]]||4500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Goblin fire drum|Goblin fire drum (greater)]]||4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Knight's pennon|Knight's pennon (battle)]]||4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Knight's pennon|Knight's pennon (parley)]]||4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Incense of meditation|Incense of meditation]]||4900&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of the huntmaster|Horn of the huntmaster]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Insistant doorknocker|Insistant doorknocker]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mallet of building|Mallet of building]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Polymorphic pouch|Polymorphic pouch]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Scabbard of stanching|Scabbard of stanching]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#School of eyes|School of eyes]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Sheath of bladestealth|Sheath of bladestealth]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of alliance|Stone of alliance]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type II)]]||5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (dusty rose)]]||5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Eversmoking bottle|Eversmoking bottle]]||5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Sustaining spoon|Sustaining spoon]]||5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Wind fan|Wind fan]]||5500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Coin of the untrodden road|Coin of the untrodden road]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of battle clarity|Horn of battle clarity]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Martyr's tear|Martyr's tears]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of haunting|Pipes of haunting]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Rope of knots|Rope of knots]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Singing bell of striking|Singing beel of striking]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone familiar|Stone familiar]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of extended summoning|Book of exended summoning (greater)]]||6,126&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dragonbane divination sticks|Dragonbane divination sticks]]||6400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of goodness/evil|Horn of goodness/evil]]||6500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cape of bravado|Cape of bravado]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Instant bridge|Instant bridge]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mirror of guarded reflections|Mirror of guarded reflections]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Folding boat|Folding boat]]||7200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottle of air|Bottle of air]]||7250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type III)]]||7,400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Balm of impish grace|Balm of impish grace]]||7500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Candle of clean air|Candle of clean air]]||7500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Harp of charming|Harp of charming]]||7500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chalice of poison weeping|Chalice of poison weeping]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Exorcist's aspergillum|Exorcist's aspergillum]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Harp of shattering|Harp of shattering]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Insignia of valor|Insignia of valor]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Needles of flesh graving|Needles of flesh graving]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Restless lockpicks|Restless lockpics]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Werewhistle|Werewhistle]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (flesh)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (deep red)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (incandescent blue)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pale blue)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pink)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pink and green)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (scarlet and blue)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Deck of illusions|Deck of illusions]]||8100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Candle of invocation|Candle of invocation]]||8400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of tricks|Bag of tricks (rust)]]||8,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Decanter of endless water|Decanter of endless water]]||9000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Loathsome mirror|Loathsome mirror]]||9000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (3rd)]]||9,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (serpentine owl)]]||9,100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Strand of prayer beads|Strand of prayer beads (lesser)]]||9,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Boundary chalk|Boundary chalk]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chime of resounding silence|Chime of resounding silence]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Construct channel brick|Construct channel brick]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Doomharp|Doomharp]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drum of advance and retreat|Drum of advance and retreat]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Embalming thread|Embalming thread]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Eye of the void|Eye of the voice]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Hourglass of last chances|Hourglass of last chances]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ki mat|Ki mat]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Malleable symbol|Malleable symbol]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ornament of healing light|Ornament of healing light]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Prayer wheel of ethical strength|Prayer wheel of ethical strength]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Treasurer's seal|Treasurer's seal]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type IV)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (bronze griffon)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (ebony fly)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (dark blue)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (swiftness)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone horse|Stone horse (courser)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Black soul shard|Black soul shard]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horseman's saddle|Horseman's saddle]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of dissolution|Pipes of dissolution]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of pain|Pipes of pain]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Seeker's sight|Seeker's sight]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (clay)]]||12,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Blessed book|Blessed book]]||12500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Waters of transfiguration|Waters of transfiguration]]||12500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Gem of brightness|Gem of brightness]]||13000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Harp of contagion|Harp of contagion]]||13000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lyre of building|Lyre of building]]||13000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Void pennant|Void pennant]]||14000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone horse|Stone horse (destrier)]]||14,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of the loremaster|Book of the loremaster]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of plenty|Cauldron of plenty]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of judgement|Horn of judgement]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of the tritons|Horn of the tritons]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of the sirines|Pearl of the sirines]]||15300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (onyx dog)]]||15,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Scabbard of keen edges|Scabbard of keen edges]]||16000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of tricks|Bag of tricks (tan)]]||16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (4th)]]||16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (golden lions)]]||16,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chime of interruption|Chime of interruption]]||16800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Broom of flying|Broom of flying]]||17000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (marble elephant)]]||17,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of foul abaddon|Orb of foul abaddon]]||18000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (iridescent)]]||18,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of antagonism|Horn of antagonism]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of blasting|Horn of blasing]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Master's perfect golden bell|Master's perfect golden ball]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Portable hole|Portable hole]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of good luck (luckstone)|Stone of good luck]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Carpet of flying|Carpet of flying (5x5)]]||20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pale lavender)]]||20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pearly white)]]||20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Rope of entanglement|Rope of entanglement]]||21000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (ivory goats)]]||21,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of golden heaven|Orb of golden heaven]]||22000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (stone)]]||22,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mattock of the titans|Mattock of the titans]]||23348&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drinking horn of bottomless vigor|Drinking horn of bottomless valor]]||24000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chaos emerald|Chaos emerald]]||25000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (5th)]]||25,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Maul of the titans|Maul of the titans]]||25305&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron bands of binding|Iron bands of binding]]||26000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cube of frost resistance|Cube of frost resistance]]||27000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (obsidian steed)]]||28,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of the dead|Cauldron of the dead]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drums of panic|Drums of panic]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lantern of revealing|Lantern of revealing]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Racing broom of flying|Racing broom of flying]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (orange)]]||30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pale green)]]||30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of resurrection|Cauldron of resurrection]]||33000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Carpet of flying|Carpet of flying (5x10)]]||35,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (iron)]]||35,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of utter chaos|Orb of utter chaos]]||36000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (vibrant purple)]]||36,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (6th)]]||36,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of flying|Cauldron of flying]]||40000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Enmity fetish|Enmity fetish]]||40000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ring gates|Ring gates]]||40000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (lavender and green)]]||40,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of seeing|Cauldron of seeing]]||42000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball]]||42,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (stone guardian)]]||44,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drums of haste|Drums of haste]]||45000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Strand of prayer beads|Strand of prayer beads (standard)]]||45,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of storms|Orb of storms]]||48000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (7th)]]||49,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of valhalla|Horn of valhalla]]||50000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''see invisibility'']]||50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''detect thoughts'']]||51,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Last leaves of autumn dryad|Last leaves of autumn dryad]]||52000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Instant fortress|Instant fortress]]||55000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +1]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (terror)]]||56,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Darkskull|Darkskull]]||60000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of pure law|Orb of pure law]]||60000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Carpet of flying|Carpet of flying (10x10)]]||60,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cube of force|Cube of force]]||62000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (8th)]]||64,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of blasting, greater|Horn of blasting, greater]]||70000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''telepathy'']]||70,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (two spells)]]||70,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Gem of seeing|Gem of seeing]]||75000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (victory)]]||75,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''true seeing'']]||80,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (9th)]]||81,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Well of many worlds|Well of many worlds]]||82000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +2]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Apparatus of the crab|Apparatus of the crab]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bowl of conjuring water elementals|Bowl of conjuring water elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Brazier of conjuring fire elementals|Brazier of conjuring fire elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Censer of conjuring air elementals|Censor of conjuring air elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of conjuring earth elementals|Stone of conjuring earth elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Strand of prayer beads|Strand of prayer beads (greater)]]||95,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (crusades)]]||100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Efreeti bottle|Efreeti bottle]]||145000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cubic gate|Cubic gate]]||164000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron flask|Iron flask]]||170000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mirror of mental prowess|Mirror of mental prowess]]||175000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mirror of life trapping|Mirror of life trapping]]||200000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;slotless_desc&amp;quot;&amp;gt;&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Abjurant salt	&amp;quot;&amp;gt;	Abjurant salt	&amp;lt;/span&amp;gt;''''' 	(	600	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil conjurers. As a full-round action that provokes attacks of opportunity, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic circle against evil'', ''permanency''	'''Cost'''	300 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Agile alpenstock	&amp;quot;&amp;gt;	Agile alpenstock	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This gnarled wooden walking stick aids a creature's travel, granting a +5 foot enhancement bonus to speed and a +2 enhancement bonus to CMD against trip attempts and on saving throws to avoid being tripped. These bonuses apply as long as the ''agile alpenstock'' is held in hand. It can be wielded in combat as a quarterstaff.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''longstrider''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Alluring golden apple	&amp;quot;&amp;gt;	Alluring golden apple	&amp;lt;/span&amp;gt;'''''	(	400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This enchanted apple appears to be made of solid gold. When dropped or thrown, it draws the attention of the nearest hostile creature within 20 feet. The creature must make a DC 13 Will save or be paralyzed as if by ''hold person'' as it focuses its undivided attention on the golden apple. If the creature makes its save on a later round, it realizes it has been affected by magic and the apple is not actually gold. While focusing on the apple, the target takes a –2 penalty on Perception checks. The apple is consumed upon being dropped or thrown.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beguiling gift'', ''hold person''	'''Cost'''	200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Animated portrait	&amp;quot;&amp;gt;	Animated portrait	&amp;lt;/span&amp;gt;'''''	(	500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 4-foot-by-6-foot framed painting is a detailed portrait of a particular intelligent creature, animated to show movement or action within the painted scene. The image reacts when questioned, with the creature turning to face the viewer and responding appropriately. The image is a magical effect with no actual intelligence, but is programmed with up to ten 25-word verbal responses and can respond to questions if these responses seem appropriate. For example, if one of the programmed responses is the name of the person shown in the portrait, it can answer questions such as &amp;quot;who are you?&amp;quot; and &amp;quot;what is your name?&amp;quot; If the item crafter is familiar with or has the cooperation of the creature depicted in the painting, the illusory image has the voice and mannerisms of that creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic mouth'', ''major image''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Apparatus of the crab	&amp;quot;&amp;gt;	Apparatus of the crab	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation and transmutation	;	'''CL'''	19th	;	'''Weight'''	100 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;An apparatus of the crab is a metallic magical vehicle. When unoccupied, it appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Lever (1d10)||Lever Function&lt;br /&gt;
|-&lt;br /&gt;
| 1||Extend/retract legs and tail&lt;br /&gt;
|-&lt;br /&gt;
| 2||Uncover/cover forward porthole&lt;br /&gt;
|-&lt;br /&gt;
| 3||Uncover/cover side portholes&lt;br /&gt;
|-&lt;br /&gt;
| 4||Extend/retract pincers and feelers&lt;br /&gt;
|-&lt;br /&gt;
| 5||Snap pincers&lt;br /&gt;
|-&lt;br /&gt;
| 6||Move forward/backward&lt;br /&gt;
|-&lt;br /&gt;
| 7||Turn left/right&lt;br /&gt;
|-&lt;br /&gt;
| 8||Open/close &amp;quot;&amp;quot;eyes&amp;quot;&amp;quot; with continual flame inside&lt;br /&gt;
|-&lt;br /&gt;
| 9||Rise/sink in water&lt;br /&gt;
|-&lt;br /&gt;
| 10||Open/close hatch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant).&lt;br /&gt;
&lt;br /&gt;
When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Speed 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Melee 2 pincers +12 (2d8); CMB +14; CMD 24.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', ''continual flame'', creator must have 8 ranks in Knowledge (engineering)	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Archon's torch	&amp;quot;&amp;gt;	Archon's torch	&amp;lt;/span&amp;gt;'''''	(	750	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This torch is made of pale yellow wood and inscribed with holy runes. When lit, it burns as a regular torch, but only lasts for 5 minutes. When held by a lawful good creature, it functions as an ''archon's aura'' spell. The magical aura ends if a lawful good creature isn't holding it, and resumes automatically if a lawful good creature holds it again.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''archon's aura''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Arrow magnet	&amp;quot;&amp;gt;	Arrow magnet	&amp;lt;/span&amp;gt;'''''	(	600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the ''arrow magnet'' is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection with arrows''	'''Cost'''	300 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bag of holding	&amp;quot;&amp;gt;	Bag of holding	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	15+ lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Bag||Bag Weight||Contents Limit||Contents Volume Limit||Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||15 lbs.||250 lbs.||30 cubic ft.||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||25 lbs.||500 lbs.||70 cubic ft.||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||35 lbs.||1,000 lbs.||150 cubic ft.||7,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||60 lbs.||1,500 lbs.||250 cubic ft.||10,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.&lt;br /&gt;
&lt;br /&gt;
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret chest''	'''Cost'''	'''Type I''' 1,250 gp; '''Type II''' 2,500 gp; '''Type III''' 3,700 gp; '''Type IV''' 5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bag of tricks	&amp;quot;&amp;gt;	Bag of tricks	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| %||Gray Bag||%||Rust Bag||%||Tan Bag&lt;br /&gt;
|-&lt;br /&gt;
| 01–30||Bat||01–30||Wolverine||01–30||Grizzly bear&lt;br /&gt;
|-&lt;br /&gt;
| 31–60||Rat||31–60||Wolf||31–60||Lion&lt;br /&gt;
|-&lt;br /&gt;
| 61–75||Cat||61–85||Boar||61–80||Heavy horse&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Weasel||86–100||Leopard||81–90||Tiger&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Riding dog||||91–100||Rhinoceros&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider.&lt;br /&gt;
&lt;br /&gt;
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Gray Bag&lt;br /&gt;
|-&lt;br /&gt;
| d% Animal||Rust Bag&lt;br /&gt;
|-&lt;br /&gt;
| d% Animal||Tan Bag&lt;br /&gt;
|-&lt;br /&gt;
| d% Animal&lt;br /&gt;
|-&lt;br /&gt;
| 01–30||Bat||01–30||Wolverine||01–30||Grizzly bear&lt;br /&gt;
|-&lt;br /&gt;
| 31–60||Rat||31–60||Wolf||31–60||Lion&lt;br /&gt;
|-&lt;br /&gt;
| 61–75||Cat||61–85||Boar||61–80||Heavy horse&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Weasel||86–100||Leopard||81–90||Tiger&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Riding dog||||91–100||Rhinoceros&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider.&lt;br /&gt;
&lt;br /&gt;
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon nature's ally IV'' (gray), ''summon nature's ally III'' (rust), or ''summon nature's ally V'' (tan)	'''Cost'''	'''Gray''' 1,700 gp; '''Rust''' 4,250 gp; '''Tan''' 8,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Balm of impish grace	&amp;quot;&amp;gt;	Balm of impish grace	&amp;lt;/span&amp;gt;'''''	(	7,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When rubbed vigorously into the skin, this potent red liniment enhances a Tiny or smaller creature's ability to make full use of its size and mobility. Applying a dose of liniment is a standard action that provokes an attack of opportunity (similar to applying an oil). A creature under the effects of the liniment no longer provokes attacks of opportunity for moving through threatened squares or for entering a larger creature's square. The balm lasts for 5 minutes before its effects wear off. A newly created bottle of balm holds 5 doses.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''grace''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bead of force	&amp;quot;&amp;gt;	Bead of force	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small black sphere appears to be a lusterless pearl. A ''bead of force'' can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius. Once thrown, a ''bead of force'' functions like a ''resilient sphere'' spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses the targeted creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a ''rod of cancellation'', a ''rod of negation'', ''disintegrate'', or a targeted ''dispel magic'' spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resilient sphere''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bead of newt prevention	&amp;quot;&amp;gt;	Bead of newt prevention	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as ''baleful polymorph'', the bead is destroyed and the effect does not affect the bearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dispel magic''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Beast-bond brand	&amp;quot;&amp;gt;	Beast-bond brand	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the ''beast-bond brand'' for each spell level of the spell cast. A newly applied ''beast-bond brand'' has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply). A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Reach Spell, creator must have an animal companion or familiar	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Black soul shard	&amp;quot;&amp;gt;	Black soul shard	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dark gem attunes itself to the soul of its bearer. When carried close to the body of a creature continuously for 1 week, the gem harmlessly absorbs a portion of that creature's life essence. If separated from its bearer for at least 1 day, the gem loses this attunement. If the bearer gains one or more negative levels, the ''black soul shard'' absorbs one of these negative levels into itself, negating the effect. The ''black soul shard'' can only absorb a negative level if carried by the person it is attuned to. If an attuned ''black soul shard'' is used as an additional focus component for raising the attuned creature from the dead, the negative level cost of being raised is one less than normal (minimum 1), but only if the spell is cast within 24 hours of the creature's death. Absorbing a negative level (whether from an attack or raising the attuned creature from the dead) destroys the portion of the soul within a ''black soul shard''. This does not harm the creature, but requires re-attuning the gem for another week for it to function again. A creature can only have one ''black soul shard'' attuned to it at a time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''death ward'', ''restoration''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Blessed book	&amp;quot;&amp;gt;	Blessed book	&amp;lt;/span&amp;gt;'''''	(	12,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a ''blessed book'' with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret page''	'''Cost'''	6,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Book of extended summoning	&amp;quot;&amp;gt;	Book of extended summoning	&amp;lt;/span&amp;gt;'''''	(	'''Lesser''' 750; '''Normal''' 2,750; '''Greater''' 6,126	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a ''metamagic'' rod for the purpose of combining multiple metamagic effects on a spell. A normal ''book of extended summoning'' can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''summon monster I''	'''Cost'''	'''Lesser''' 375 gp; '''Normal''' 1,375 gp; '''Greater''' 3,063 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Book of the loremaster	&amp;quot;&amp;gt;	Book of the loremaster	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bookmark of deception	&amp;quot;&amp;gt;	Bookmark of deception	&amp;lt;/span&amp;gt;'''''	(	1,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with ''nondetection''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection'', ''secret page''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottle of air	&amp;quot;&amp;gt;	Bottle of air	&amp;lt;/span&amp;gt;'''''	(	7,250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''water breathing''	'''Cost'''	3,625 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottle of messages	&amp;quot;&amp;gt;	Bottle of messages	&amp;lt;/span&amp;gt;'''''	(	300	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic mouth''	'''Cost'''	150 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottled misfortune	&amp;quot;&amp;gt;	Bottled misfortune	&amp;lt;/span&amp;gt;'''''	(	500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This leather bottle is filled to the brim with frothy green liquid. As a full-round action, a witch can target the bottle with any hex (but not a greater or grand hex) she knows that targets a single creature, transferring its effects to the brew within, which congeals into a sticky syrup. Any creature can use this syrup as a dose of injury poison (including the 5% chance to affect the user if she does not possess the poison use class feature). Any creature struck by a weapon coated in this syrup must save against the hex (DC 15) or be affected as if the witch had targeted them with the hex directly. The syrup counts as a poison and is a magical effect. If the hex cannot affect a target more than once every 24 hours, subsequent doses of the syrup are similarly ineffective against that target. Once imbued with the power of a hex, the syrup lasts for 24 hours before reverting into useless, harmless liquid.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Brew Potion, Craft Wondrous Item, creator must be a witch with the poison sleep hex	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottled yeti fur	&amp;quot;&amp;gt;	Bottled yeti fur	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''resist energy''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Boundary chalk	&amp;quot;&amp;gt;	Boundary chalk	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a ''wall of force'' that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of ''boundary chalk'' can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wall of force''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bowl of conjuring water elementals	&amp;quot;&amp;gt;	Bowl of conjuring water elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This large container is usually fashioned from silver with a rippled pattern. It is about 1 foot in diameter and half that deep. The bowl must be filled with fresh or salt water to function. On command as a full-round action, the bearer may summon a water elemental. If the bowl is filled with salt water, it conjures a Huge water elemental as if using ''summon monster VI''. If filled with fresh water, it conjures a Large water elemental as if using ''summon monster V''. Conjuring an elemental empties the bowl. The bowl cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VI''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brazier of conjuring fire elementals	&amp;quot;&amp;gt;	Brazier of conjuring fire elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a normal container for holding burning coals. The brazier must be filled with coals or wood and a fire lit within it to function. On command as a full-round action, the bearer may summon a fire elemental. If 1 pound of brimstone (sulfur) is burning in the brazier, it conjures a Huge fire elemental as if using ''summon monster VI''. Otherwise, the brazier conjures a Large fire elemental as if using ''summon monster V''. Conjuring an elemental extinguishes the fire in the brazier. The brazier cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VI''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Broom of flying	&amp;quot;&amp;gt;	Broom of flying	&amp;lt;/span&amp;gt;'''''	(	17,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This broom is able to fly through the air as if affected by an ''overland flight'' spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 900 feet when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight'', ''permanency''	'''Cost'''	8,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Campfire bead	&amp;quot;&amp;gt;	Campfire bead	&amp;lt;/span&amp;gt;''''' 	(	720	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''produce flame''	'''Cost'''	360 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Candle of clean air	&amp;quot;&amp;gt;	Candle of clean air	&amp;lt;/span&amp;gt;''''' 	(	7,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This clean-smelling white candle is inscribed with glyphs portraying various sweet smelling flowers. When lit, the candle repels smoke, mist, cloud, and other gas effects in a 5-foot radius. These effects do not penetrate the area around the candle if they are of spell level 3 or lower. Against more powerful cloud effects (including effects not based on spells, such as dragon breath or a gorgon's breath weapon), the candle grants creatures in the area a +4 resistance bonus on saving throws against these effects. Creatures in the area gain a +4 deflection bonus to AC against attacks from creatures with the air subtype. The candle burns for up to 5 minutes, in increments of 1 minute. Once all 5 minutes are used, the candle is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wind wall''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Candle of invocation	&amp;quot;&amp;gt;	Candle of invocation	&amp;lt;/span&amp;gt;''''' 	(	8,400	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame. A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties. In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gate'', creator must be the same alignment as candle created	'''Cost'''	4,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Candle of truth	&amp;quot;&amp;gt;	Candle of truth	&amp;lt;/span&amp;gt;'''''	(	2,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This white tallow candle, when burned, calls into place a ''zone of truth'' spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is ended and the candle ruined.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth''	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of bravado	&amp;quot;&amp;gt;	Cape of bravado	&amp;lt;/span&amp;gt;'''''	(	7,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bright red garment bestows no benefit when worn on the shoulders, but when held in one hand while draped over the arm, the cape obscures its user's movements in combat. Used this way, the cape bestows a +1 insight bonus to AC and a +5 competence bonus on Bluff checks to feint in combat. Readying the cape in combat is a move action; if the wielder has a base attack bonus of +1 or higher, the wielder can ready the cape as a free action as part of movement. Once per day as an immediate action, a creature brandishing a ''cape of bravado'' may attempt to compel an opponent within 30 feet to attack him on its next turn (Will negates DC 11).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''compel hostility'', creator must have 5 ranks in the Bluff skill	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carpet of flying	&amp;quot;&amp;gt;	Carpet of flying	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	varies	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Size||Capacity||Speed||Weight||Price&lt;br /&gt;
|-&lt;br /&gt;
| 5-ft.-by-5-ft.||200 lbs.||40 ft.||8 lbs.||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| 5-ft.-by-10-ft.||400 lbs.||40 ft.||10 lbs.||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| 10-ft.-by-10-ft.||800 lbs.||40 ft.||15 lbs.||60,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight''	'''Cost'''	'''5-ft.-by-5-ft.''' 10,000 gp; '''5-ft.-by-10-ft.''' 17,500 gp; '''10-ft.-by-10-ft.''' 30,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of brewing	&amp;quot;&amp;gt;	Cauldron of brewing	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''cauldron of brewing'' looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be trained in Craft (Alchemy)	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of flying	&amp;quot;&amp;gt;	Cauldron of flying	&amp;lt;/span&amp;gt;'''''	(	40,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	100 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using ''overland flight''. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight''	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of plenty	&amp;quot;&amp;gt;	Cauldron of plenty	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	12th	;	'''Weight'''	25 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes' feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''create food and water'', ''hereo's feast''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of resurrection	&amp;quot;&amp;gt;	Cauldron of resurrection	&amp;lt;/span&amp;gt;'''''	(	33,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	35 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if with a ''raise dead'' or ''resurrection'' spell. The spell effect depends on the components used: ''raise dead'' costs 5,000 gp worth of materials, while ''resurrection'' costs 10,000 gp worth of materials. The cauldron is usable once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resurrection''	'''Cost'''	16,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of seeing	&amp;quot;&amp;gt;	Cauldron of seeing	&amp;lt;/span&amp;gt;'''''	(	42,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a ''crystal ball'' for the same prices.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scrying''	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of the dead	&amp;quot;&amp;gt;	Cauldron of the dead	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	35 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created—up to 12 HD worth, unless the user can cast the animate dead spell, in which case that spell's limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cautionary creance	&amp;quot;&amp;gt;	Cautionary creance	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slim leather leash is just over 100 feet long, incredibly light, and uncannily strong, making it an excellent tool for training birds of prey and other flying predators. It grants a +4 circumstance bonus on any Handle Animal check made to train such animals. When used to bind a flying animal companion or familiar to its master, the leash allows the master to cast ''feather fall'' on the creature at will. If the master has the share touch spells class ability, once per day he can use that ability on the leashed creature, even if they are not touching. The delivered spell can be no higher than 3rd level. The creance attaches to the master's forearm; attack rolls and skill checks made with that arm take a –1 penalty.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Reach Spell, ''feather fall''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Censer of conjuring air elementals	&amp;quot;&amp;gt;	Censer of conjuring air elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 6-inch-wide, perforated metallic vessel resembles a thurible found in a place of worship. The censer must be filled with incense to function. On command as a full-round action, the bearer may summon an air elemental. If the censer is filled with incense of meditation, it conjures a greater air elemental as if using ''summon monster VII''. If filled with any other incense, it conjures a Large air elemental as if using ''summon monster V''. Conjuring an elemental consumes any normal incense in the censer, or one-fourth of a block of incense of meditation. The censer cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VII''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chalice of poison weeping	&amp;quot;&amp;gt;	Chalice of poison weeping	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver chalice has stylized representations of rearing unicorns serving as handles. The bearer of the chalice can expel toxins from a poisoned creature's body, causing the target to weep the poison from its eyes and allowing the bearer to collect it in the chalice. This functions as ''neutralize poison'' on the target, eliminating that poison. If the target is immune to poison or the poison has run its course, the chalice has no effect. If the poison normally has a solid or liquid form, it collects as a single dose of the poison in the cup (regardless of how many times the target was poisoned). The collected poison has all the normal effects of the original poison, except its DC is 4 lower, and can be stored in another container or used like any other poison. The chalice can be used once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate'', ''neutralize poison''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chaos emerald	&amp;quot;&amp;gt;	Chaos emerald	&amp;lt;/span&amp;gt;'''''	(	25,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	19th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This lustrous green gemstone is uncut and about the size of a human fist. The gem grants its bearer the use of the following abilities.&lt;br /&gt;
:entropic shield (1 charge)&lt;br /&gt;
:lesser confusion (1 charge)&lt;br /&gt;
:magic circle against law (1 charge)&lt;br /&gt;
:chaos hammer (2 charges)&lt;br /&gt;
A newly created chaos emerald has 1d6+2 charges. It can hold a maximum of 10 charges and automatically regains 1d3–1 charges each day.&lt;br /&gt;
&lt;br /&gt;
A non-chaotic creature who holds or carries a chaos emerald gains one negative level. This negative level persists as long as the creature holds or carries the gem and disappears when the gem is dropped. This negative level cannot be overcome in any way (including restoration spells) while held or carried.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''chaos hammer'', ''entropic shield'', ''lesser confusion'', ''magic circle against law'', creator must be chaotic	'''Cost'''	12,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chime of interruption	&amp;quot;&amp;gt;	Chime of interruption	&amp;lt;/span&amp;gt;'''''	(	16,800	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of the chime unless the caster can make a concentration check (DC 15 + the spell's level).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chime of opening	&amp;quot;&amp;gt;	Chime of opening	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''chime of opening'' is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A ''chime of opening'' also automatically dispels a hold portal spell or even an ''arcane lock'' cast by a spellcaster of lower than 15th level. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can then make a caster level check against the lock or binding, using the chime's caster level in place of her own. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a ''chime of opening'' to get it open. A ''silence'' spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''knock''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chime of resounding silence	&amp;quot;&amp;gt;	Chime of resounding silence	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This foot-long tube of gold absorbs nearby sound when struck, as if it were the target of a ''silence'' spell. This ability can be used once per day. The chime vibrates silently for the next 5 rounds, increasing in strength as time passes. On the bearer's turn each round there is a cumulative 20% chance that the chime prematurely ends the magical silence and releases the pent-up sound as a ''shout'' spell as a free action, oriented in a random direction. The bearer may spend a standard action to strike the vibrating chime again, ending its silence early and unleashing the shout in a direction of his choosing. If dropped while vibrating, the chime automatically gains the broken condition and releases the ''shout'' effect in a random direction. A broken ''chime of resounding silence'' cannot be used until it is repaired. The chime has no effect if struck in an area of silence it did not create.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout'', ''silence''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Clamor box	&amp;quot;&amp;gt;	Clamor box	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ghost sound''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Coin of the untrodden road	&amp;quot;&amp;gt;	Coin of the untrodden road	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When tossed into the air, this tarnished copper coin brings forth potential lost by life's decisions. If a human, half-elf, or half-orc flips the coin and catches it, she takes a –2 penalty to the ability score modified by her +2 racial ability score bonus, but gains a +2 inherent bonus to a random other ability score. The bonus and penalty last for 1 hour. Negating the penalty automatically negates the bonus as well. The coin can be used three times per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Concealing pocket	&amp;quot;&amp;gt;	Concealing pocket	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 4-inch-square cloth pocket has no powers unless it is sewn onto a garment (which takes 1d4 minutes). Once sewn, it changes its appearance to match the garment. Any magic item inside it cannot be magically detected, as if protected by magic aura. Hiding an item in the pocket gives the garment's wearer a +5 competence bonus on Sleight of Hand checks to conceal the item. The pocket can be removed from the garment with a DC 10 Heal check or an appropriate Craft check such as Craft (cloth) or Craft (leather); failing this roll by 5 or more gives the pocket the broken condition.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic aura''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Construct channel brick	&amp;quot;&amp;gt;	Construct channel brick	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the Artifice domain, she adds +2d6 points of damage to her artificer's touch domain power when repairing constructs and objects.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''make whole''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal ball	&amp;quot;&amp;gt;	Crystal ball	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	7 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use.&lt;br /&gt;
&lt;br /&gt;
Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Ball Type||Price&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with see invisibility||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with detect thoughts (Will DC 13 negates)||51,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with telepathy*||70,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with true seeing||80,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scrying'' (plus any additional spells put into the ''crystal ball'')	'''Cost'''	'''''Crystal ball''''' 21,000 gp; '''''Crystal ball'' with ''see invsibility''''' 25,000 gp; '''''Crystal ball'' with ''detect thoughts''''' 25,500 gp; '''''Crystal ball'' with ''telepathy''''' 35,000 gp; '''''Crystal ball'' with ''true seeing''''' 40,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cube of force	&amp;quot;&amp;gt;	Cube of force	&amp;lt;/span&amp;gt;'''''	(	62,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube's faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual wall of force spells, 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges when fully charged—charges used are automatically renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the following table.&lt;br /&gt;
&lt;br /&gt;
When the cube of force is active, attacks dealing more than 30 points of damage to a wall drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube's six walls is summarized below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Cube Face||Charge Cost per Minute||Max. Speed||Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1||1||30 ft.||Keeps out gases, wind, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 2||2||20 ft.||Keeps out nonliving matter&lt;br /&gt;
|-&lt;br /&gt;
| 3||3||15 ft.||Keeps out living matter&lt;br /&gt;
|-&lt;br /&gt;
| 4||4||10 ft.||Keeps out magic&lt;br /&gt;
|-&lt;br /&gt;
| 5||6||10 ft.||Keeps out all things&lt;br /&gt;
|-&lt;br /&gt;
| 6||0||As normal||Deactivates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Attack Form||Extra Charges&lt;br /&gt;
|-&lt;br /&gt;
| Disintegrate||6&lt;br /&gt;
|-&lt;br /&gt;
| Horn of blasting||6&lt;br /&gt;
|-&lt;br /&gt;
| Passwall||3&lt;br /&gt;
|-&lt;br /&gt;
| Phase door||5&lt;br /&gt;
|-&lt;br /&gt;
| Prismatic spray||7&lt;br /&gt;
|-&lt;br /&gt;
| Wall of fire||2&lt;br /&gt;
|}&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wall of force''	'''Cost'''	31,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cube of frost resistance	&amp;quot;&amp;gt;	Cube of frost resistance	&amp;lt;/span&amp;gt;'''''	(	27,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65° F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, '' protection from energy''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cubic gate	&amp;quot;&amp;gt;	Cubic gate	&amp;lt;/span&amp;gt;'''''	(	164,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed. If a side of the ''cubic gate'' is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time. If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	82,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Darkskull	&amp;quot;&amp;gt;	Darkskull	&amp;lt;/span&amp;gt;'''''	(	60,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation [evil]	;	'''CL'''	9th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an ''unhallow'' spell had been cast with the skull as the touched point of origin. Each ''darkskull'' has a single spell effect tied to it. This spell is from the standard list given in the ''unhallow'' spell description, and it cannot be changed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''unhallow'', creator must be evil	'''Cost'''	30,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Decanter of endless water	&amp;quot;&amp;gt;	Decanter of endless water	&amp;lt;/span&amp;gt;'''''	(	9,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.&lt;br /&gt;
:&amp;quot;&amp;quot;Stream&amp;quot;&amp;quot; pours out 1 gallon per round.&lt;br /&gt;
:&amp;quot;&amp;quot;Fountain&amp;quot;&amp;quot; produces a 5-foot-long stream at 5 gallons per round.&lt;br /&gt;
:&amp;quot;&amp;quot;Geyser&amp;quot;&amp;quot; produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.&lt;br /&gt;
The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Deck of illusions	&amp;quot;&amp;gt;	Deck of illusions	&amp;lt;/span&amp;gt;'''''	(	8,100	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	6th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Playing Card||Tarot Card||Creature&lt;br /&gt;
|-&lt;br /&gt;
| Ace of hearts||IV. The Emperor||Red dragon&lt;br /&gt;
|-&lt;br /&gt;
| King of hearts||Knight of swords||Male human fighter and four guards&lt;br /&gt;
|-&lt;br /&gt;
| Queen of hearts||Queen of staves||Female human wizard&lt;br /&gt;
|-&lt;br /&gt;
| Jack of hearts||King of staves||Male human druid&lt;br /&gt;
|-&lt;br /&gt;
| Ten of hearts||VII. The Chariot||Cloud giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of hearts||Page of staves||Ettin&lt;br /&gt;
|-&lt;br /&gt;
| Eight of hearts||Ace of cups||Bugbear&lt;br /&gt;
|-&lt;br /&gt;
| Two of hearts||Five of staves||Goblin&lt;br /&gt;
|-&lt;br /&gt;
| Ace of diamonds||III. The Empress||Glabrezu (demon)&lt;br /&gt;
|-&lt;br /&gt;
| King of diamonds||Two of cups||Male elf wizard and female apprentice&lt;br /&gt;
|-&lt;br /&gt;
| Queen of diamonds||Queen of swords||Half-elf ranger&lt;br /&gt;
|-&lt;br /&gt;
| Jack of diamonds||XIV. Temperance||Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Ten of diamonds||Seven of staves||Male half-orc barbarian&lt;br /&gt;
|-&lt;br /&gt;
| Nine of diamonds||Four of pentacles||Ogre mage&lt;br /&gt;
|-&lt;br /&gt;
| Eight of diamonds||Ace of pentacles||Gnoll&lt;br /&gt;
|-&lt;br /&gt;
| Two of diamonds||Six of pentacles||Kobold&lt;br /&gt;
|-&lt;br /&gt;
| Ace of spades||II. The High Priestess||Lich&lt;br /&gt;
|-&lt;br /&gt;
| King of spades||Three of staves||Three human clerics&lt;br /&gt;
|-&lt;br /&gt;
| Queen of spades||Four of cups||Medusa&lt;br /&gt;
|-&lt;br /&gt;
| Jack of spades||Knight of pentacles||Male dwarf paladin&lt;br /&gt;
|-&lt;br /&gt;
| Ten of spades||Seven of swords||Frost giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of spades||Three of swords||Troll&lt;br /&gt;
|-&lt;br /&gt;
| Eight of spades||Ace of swords||Hobgoblin&lt;br /&gt;
|-&lt;br /&gt;
| Two of spades||Five of cups||Goblin&lt;br /&gt;
|-&lt;br /&gt;
| Ace of clubs||VIII. Strength||Iron golem&lt;br /&gt;
|-&lt;br /&gt;
| King of clubs||Page of pentacles||Three halfling rogues&lt;br /&gt;
|-&lt;br /&gt;
| Queen of clubs||Ten of cups||Pixies&lt;br /&gt;
|-&lt;br /&gt;
| Jack of clubs||Nine of pentacles||Half-elf bard&lt;br /&gt;
|-&lt;br /&gt;
| Ten of clubs||Nine of staves||Hill giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of clubs||King of swords||Ogre&lt;br /&gt;
|-&lt;br /&gt;
| Eight of clubs||Ace of staves||Orc&lt;br /&gt;
|-&lt;br /&gt;
| Two of clubs||Five of cups||Kobold&lt;br /&gt;
|-&lt;br /&gt;
| Joker||Two of pentacles||Illusion of deck's owner&lt;br /&gt;
|-&lt;br /&gt;
| Joker (with trademark)||Two of staves||Illusion of deck's owner (sex reversed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A randomly generated deck is usually complete (11–100 on d%), but may be discovered with 1d20 of its cards missing (01–10). If cards are missing, reduce the price by a corresponding amount.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major image''	'''Cost'''	4,050 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Defoliant polish	&amp;quot;&amp;gt;	Defoliant polish	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by ''defoliant polish'' with a natural attack or grapple take 1 point of damage with each successful attack or each round they maintain the grapple.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''diminish plants''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Doomharp	&amp;quot;&amp;gt;	Doomharp	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	4th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dowsing syrup	&amp;quot;&amp;gt;	Dowsing syrup	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	11th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The thick liquid in this ceramic jar smells sickly sweet. To activate its powers, the user it must be unstopper the jar as a standard action while thinking deeply about a specific person or object that she has seen at least once from up to 30 feet away. When then poured onto the ground, the syrup flows at 15 feet per round following the most direct route to the creature or object visualized, provided the creature or object is on the same plane, leaving behind a sticky trail. The syrup can flow uphill or even up stairs and can pass through openings as narrow as one-sixteenth of an inch. It cannot penetrate other liquids or porous or absorbent surfaces (such as sand or sawdust).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''find the path'', ''locate creature'', ''locate object''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonbane divination sticks	&amp;quot;&amp;gt;	Dragonbane divination sticks	&amp;lt;/span&amp;gt;'''''	(	6,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These eight rune-engraved dragon bones may be used as a divine focus for augury. They add 5% to the chance to successfully cast ''augury'' and ''divination''. The bearer of the set gains a +3 luck bonus on one type of saving throw (Fortitude, Reflex, or Will), determined randomly each day. If a creature carries multiple sets of ''dragonbone divination sticks'', all of them provide a bonus on the same saving throw.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''augury'', ''guidance''	'''Cost'''	3,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drinking horn of bottomless vigor	&amp;quot;&amp;gt;	Drinking horn of bottomless vigor	&amp;lt;/span&amp;gt;'''''	(	24,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This horn is bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle. A fully charged horn has 3 charges—charges used are automatically renewed each day. So long as the horn has at least one charge remaining, it's owner can command it to fill with mead or a similar alcoholic drink. A creature can spend one or more charges while drinking from the horn to gain the following benefits:&lt;br /&gt;
:1 charge: The drinker gains 1d8 temporary hit points (as if from an aid spell), which last for 1 minute.&lt;br /&gt;
:2 charges: The drinker gains 1d8+5 temporary hit points and is enlarged, as the spell enlarge person, for 5 minutes.&lt;br /&gt;
:3 charges: The drinker gains 1d8+10 temporary hit points, is enlarged for 10 minutes, and gains the benefit of a heroism spell for as long as she is enlarged.&lt;br /&gt;
&lt;br /&gt;
A creature must drink deeply from the horn to receive its full benefit. Using 1 charge is similar to drinking a potion—it takes a standard action and provokes an attack of opportunity (though certain abilities can reduce the action required). To use 2 charges, the drinker must spend a full round drinking from the horn, which always provokes and attack of opportunity. To use all 3 charges, the drinker must spend 2 full-round actions drinking from the horn.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aid'', ''enlarge person'', ''heroism''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drum of advance and retreat	&amp;quot;&amp;gt;	Drum of advance and retreat	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When played, this sturdy snare drum increases the run speed of allied creatures within 120 feet as if they had the Run feat. Activating the drum is a standard action that requires a DC 20Perform (percussion) check; maintaining the playing is a free action if the player is running. If the bearer stops playing the drum, the enhanced running speed ends. The drum may be used for up to 1 hour per day. This duration does not need to be consecutive, but must be used in 10-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''expeditious retreat''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drums of haste	&amp;quot;&amp;gt;	Drums of haste	&amp;lt;/span&amp;gt;'''''	(	45,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a ''haste'' spell on up to 5 creatures. The drums can affect up to 25 creatures per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''haste''	'''Cost'''	22,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drums of panic	&amp;quot;&amp;gt;	Drums of panic	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). ''Drums of panic'' can be used once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fear''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of acid consumption	&amp;quot;&amp;gt;	Dust of acid consumption	&amp;lt;/span&amp;gt;'''''	(	1,600	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This brown dust is similar to ''dust of dryness'', but affects acid rather than water and absorbs less liquid. If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the dust becomes a marble sized pellet floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of acid, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6), affecting all creatures within a 30-foot radius of its point of impact. This is a splash weapon. If the dust is used against an ooze that deals acid damage with its attacks, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the ooze even if its saving throw succeeds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water'', ''disintegrate''	'''Cost'''	800 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of appearance	&amp;quot;&amp;gt;	Dust of appearance	&amp;lt;/span&amp;gt;'''''	(	1,800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of ''blur'' and ''displacement''. In this, it works just like the ''faerie fire'' spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust's effect lasts for 5 minutes. ''Dust of appearance'' is typically stored in small silk packets or hollow bone tubes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glitterdust''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of darkness	&amp;quot;&amp;gt;	Dust of darkness	&amp;lt;/span&amp;gt;'''''	(	600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shimmering black dust causes one creature to be coated in a layer of darkness for 1 minute. In normal light, the creature gains concealment (20% miss chance). In dim light, the creature gains total concealment (50% miss chance). It has no effect in areas of bright light or darkness (though in bright light, a viewer can make a DC 20 Perception check to notice the target is slightly shadowed). Creatures with darkvision see through the dust's darkness as if it were normal darkness. The dust dispels and counters the outlining effects of ''glitterdust'', but doesn't affect the spell's blinding effects. ''Glitterdust'' dispels and counters the effects of the dust of darkness.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''darkness''	'''Cost'''	300 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of disappearance	&amp;quot;&amp;gt;	Dust of disappearance	&amp;lt;/span&amp;gt;'''''	(	3,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dust looks like ''dust of appearance'' and is typically stored in the same manner. A creature or object touched by it becomes invisible (as ''greater invisibility''). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including ''see invisibility'' or ''invisibility purge''. ''Dust of appearance'', however, does reveal people and objects made invisible by ''dust of disappearance''. Other factors, such as sound and smell, also allow possible detection. The ''greater invisibility'' bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater invisibility''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of dryness	&amp;quot;&amp;gt;	Dust of dryness	&amp;lt;/span&amp;gt;'''''	(	850	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids. If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water''	'''Cost'''	425 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of emulation	&amp;quot;&amp;gt;	Dust of emulation	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of illusion	&amp;quot;&amp;gt;	Dust of illusion	&amp;lt;/span&amp;gt;'''''	(	1,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This unremarkable powder resembles chalk dust or powdered graphite. When stared at, however, the dust changes color and form. A creature covered in ''dust of illusion'' is affected as if by a ''disguise self'' glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	600 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of tracelessness	&amp;quot;&amp;gt;	Dust of tracelessness	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen humanoids and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''pass without trace''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of weighty burdens	&amp;quot;&amp;gt;	Dust of weighty burdens	&amp;lt;/span&amp;gt;'''''	(	3,600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Also known as lodestone essence, this coarse gray powder comes in a fragile ceramic flask covered in Terran runes. A newly-crafted flask contains enough powder for 10 applications if poured out carefully, or the whole container can be thrown as a splash weapon with a range increment of 10 feet. One application of the dust sprinkled over an object increases the target's weight by 100 pounds. Multiple applications stack, and the effect remains until the object is scrubbed clean of the metallic particles (taking a full-round action per application) or it takes 5 points of electricity damage per application. A creature struck directly with a thrown flask must make a Fortitude save (DC 10 + 1 per application remaining in the flask) or gain heavy encumbrance and be unable to fly for 2d4 rounds. Targets in the splash area must save or gain medium encumbrance for 2d4 rounds. Scrubbing or electricity damage neutralizes the thrown powder as noted above.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''slow'', ''stone shape''	'''Cost'''	1,800 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Efficient quiver	&amp;quot;&amp;gt;	Efficient quiver	&amp;lt;/span&amp;gt;'''''	(	1,800	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The ''efficient quiver'' weighs the same no matter what's placed inside it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret chest''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Efreeti bottle	&amp;quot;&amp;gt;	Efreeti bottle	&amp;lt;/span&amp;gt;'''''	(	145,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	14th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. Periodically, a thin stream of bitter-smelling smoke issues from the bottle's top. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly amid a cloud of noxious smoke. There is a 10% chance (01–10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91–100) that the efreeti of the bottle grants three wishes. In either case, afterward the efreeti disappears forever, and the bottle becomes nonmagical. The other 80% of the time (11–90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. Roll each day the bottle is opened for that day's effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''planar binding''	'''Cost'''	72,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elemental gem	&amp;quot;&amp;gt;	Elemental gem	&amp;lt;/span&amp;gt;'''''	(	2,250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''elemental gem'' comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a ''summon nature's ally'' spell. The elemental is under the control of the creature that broke the gem. The coloration of the gem varies with the type of elemental it summons. ''Air elemental gems'' are transparent, ''earth elemental gems'' are light brown, ''fire elemental gems'' are reddish orange, and ''water elemental gems'' are blue-green.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'' or ''summon nature's ally V''	'''Cost'''	1,125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of dragon breath	&amp;quot;&amp;gt;	Elixir of dragon breath	&amp;lt;/span&amp;gt;'''''	(	1,400	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This gurgling, luminescent elixir comes in several different varieties, each keyed to a particular type of metallic or chromatic dragon. A creature that drinks the elixir can, as a standard action, breathe out a single blast of energy similar to a dragon's breath weapon, dealing 7d6 points of energy damage. Creatures in the area may attempt a DC 16 Reflex save for half damage. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first. The type of energy produced and the shape of the blast are determined by the elixir's associated dragon type:&lt;br /&gt;
:Black or copper dragon: 30-foot line of acid.&lt;br /&gt;
:Blue or bronze dragon: 30-foot line of electricity.&lt;br /&gt;
:Brass dragon: 30-foot line of fire.&lt;br /&gt;
:Green dragon: 15-foot cone of acid.&lt;br /&gt;
:Gold or red dragon: 15-foot cone of fire.&lt;br /&gt;
:Silver or white dragon: 15-foot cone of cold.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dragon's breath''	'''Cost'''	700 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of fire breath	&amp;quot;&amp;gt;	Elixir of fire breath	&amp;lt;/span&amp;gt;'''''	(	1,100	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The target can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scorching ray''	'''Cost'''	550 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of hiding	&amp;quot;&amp;gt;	Elixir of hiding	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of love	&amp;quot;&amp;gt;	Elixir of love	&amp;lt;/span&amp;gt;'''''	(	150	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as ''charm person''—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm person''	'''Cost'''	75 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of swimming	&amp;quot;&amp;gt;	Elixir of swimming	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have 5 ranks in the Swim skill	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of truth	&amp;quot;&amp;gt;	Elixir of truth	&amp;lt;/span&amp;gt;'''''	(	500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elixir forces the drinker to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of tumbling	&amp;quot;&amp;gt;	Elixir of tumbling	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cat's grace''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of vision	&amp;quot;&amp;gt;	Elixir of vision	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	2nd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true seeing''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Embalming thread	&amp;quot;&amp;gt;	Embalming thread	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This coarse, acrid-smelling thread is more akin to wire than fabric. When carefully sewn into the body of a flesh golem or zombie (requiring 1 hour per Hit Die of the creature and a successful DC 20 Heal or Spellcraft check), the stitches change the creature's damage reduction to DR 5/adamantine and slashing. Variant zombies lacking damage reduction (such as fast zombies) instead gain DR 5/slashing. One length of stitching is required for every Hit Die of the creature being enhanced. Using an insufficient number of lengths has no effect. A full thimble of ''embalming thread'' contains 20 lengths. If the skill check to use the stitches fails, they are not wasted, but must first be cleaned and unknotted, requiring 1 hour per stitch. Once used successfully, the stitches cannot be reused.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gentle repose'', ''stoneskin''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Enmity fetish	&amp;quot;&amp;gt;	Enmity fetish	&amp;lt;/span&amp;gt;'''''	(	40,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small talisman is comprised of teeth, fingers, ears, or other grotesque trophies taken from the freshly dead. Each talisman is imbued with an intense animosity toward a particular type of creature, chosen from the ranger favored enemy list when the fetish is created. Once per day, the talisman can impart this animosity to a ranger (or other character with the favored enemy class feature), replacing one of his favored enemies with the fetish's designated creature type. This lasts 24 hours. To activate the fetish, the ranger must spend 10 minutes quietly holding it; he then may select one of his favored enemies to replace with the item's favored enemy. For example, a ranger with a +6 favored enemy bonus against orcs may use a dragon-hating fetish, gaining a +6 favored enemy bonus against dragons and losing the bonus against orcs for 24 hours. Alternatively, once per day, the bearer can activate the fetish as a swift action, but its effects only last 10 minutes and the bearer only gains half his favored enemy bonus (for example, the ranger would lose his orc bonus and only gain a +3 favored enemy bonus against dragons for 10 minutes).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''instant enemy'', creator must have the favored enemy class feature	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Escape ladder	&amp;quot;&amp;gt;	Escape ladder	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 10-foot long rope ladder unrolls itself on command, extending upward into the air and magically holding itself in place. The ends of each rope have small loops for tying to another rope, a grappling hook, a piton, or similar fixtures. A second command word makes the ladder roll itself again, pulling itself toward whichever end the speaker is touching. Climbing the ladder is a DC 0Climb check. The ladder can hold up to 300 pounds if holding itself in the air, or 600 pounds if attached to a sturdy surface. A third command word creates an extradimensional space at the top of the ladder that is identical to ''rope trick'', except it only holds up to one Medium creature and has a very short duration. When a creature enters the extradimensional space, at the end of the creature's turn the space collapses and the creature is transported as though by ''dimension door'' 1d6 × 100 feet away in a random direction to a safe, ground-level location. The ladder remains behind and falls to the ground when this power is used. The third command word may be used once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope'', ''dimension door'', ''rope trick''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eversmoking bottle	&amp;quot;&amp;gt;	Eversmoking bottle	&amp;lt;/span&amp;gt;'''''	(	5,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal urn is identical in appearance to an ''efreeti bottle'', except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the ''eversmoking bottle'' is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''pyrotechnics''	'''Cost'''	2,700 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Exorcist's aspergillum	&amp;quot;&amp;gt;	Exorcist's aspergillum	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This short aspergillum is made of silver. An inquisitor who carries it may use ''detect undead'' as if it were one of the spells associated with her detect alignment ability. Once per day, the item can alter an inquisitor's judgment ability; by spending one use of her judgment ability, she can allow her spells of 3rd level and lower to have full effect against incorporeal creatures, as though using the Ectoplasmic Spell feat. This lasts until the combat ends.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Ectoplasmic Spell, ''detect undead'', creator must be an inquisitor	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eye of the void	&amp;quot;&amp;gt;	Eye of the void	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The ''eye of the void'' normally appears to be a small black glass or crystal ball 3 to 4 inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars. Once per day, the bearer may hold the eye and speak one of two command words to open the eye. The first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15-foot sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fear''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Far-reaching sight	&amp;quot;&amp;gt;	Far-reaching sight	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true strike''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feather token	&amp;quot;&amp;gt;	Feather token	&amp;lt;/span&amp;gt;'''''	(	'''Anchor''' 50; '''Bird''' 300; '''Fan''' 200; '''Swan boat''' 450; '''Tree''' 400; '''Whip''' 500	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance.&lt;br /&gt;
&lt;br /&gt;
:''Anchor:'' A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.&lt;br /&gt;
:''Bird:'' A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.&lt;br /&gt;
:''Fan:'' A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.&lt;br /&gt;
:''Swan Boat:'' A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.&lt;br /&gt;
:''Tree:'' A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.&lt;br /&gt;
:''Whip:'' A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major creation''	'''Cost'''	'''Anchor''' 25 gp; '''Bird''' 150 gp; '''Fan''' 100 gp; '''Swan boat''' 225 gp; '''Tree''' 200 gp; '''Whip''' 250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Figurines of wondrous power	&amp;quot;&amp;gt;	Figurines of wondrous power	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	varies	;	'''CL'''	varies	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.&lt;br /&gt;
&lt;br /&gt;
If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.&lt;br /&gt;
&lt;br /&gt;
Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
&lt;br /&gt;
:''Ebony Fly:'' When animated, an ebony fly is the size of a pony and has all the statistics of a pegasus but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Golden Lions:'' These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Ivory goats:'' These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:&lt;br /&gt;
::The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of 1 day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than 1 day before it can again be used.&lt;br /&gt;
::The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.&lt;br /&gt;
::The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount with the statistics of a light horse. However, its rider can employ the goat's horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every 2 weeks for up to 3 hours per use. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Marble Elephant:'' This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine's owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Obsidian Steed:'' This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy horse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means. Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane shift.&lt;br /&gt;
:''Onyx Dog:'' When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. It has the scent ability and adds +4 on its Perception checks. It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Serpentine Owl:'' This figurine becomes either a normal-sized horned owl or a giant owl (use the stats for the giant eagle) according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Silver Raven:'' This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous. Moderate enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger, animate objects.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', additional spells (see text)	'''Cost'''	'''Bronze griffon''' 5,000 gp; '''Ebony fly''' 5,000 gp; '''Golden lions''' 8,250 gp; '''Ivory goats''' 10,500 gp; '''Marble elephant''' 8,500 gp; '''Obsidian steed''' 14,250 gp; '''Onyx dog''' 7,750 gp; '''Serpentine owl''' 4,550 gp; '''Silver raven''' 1,900 gp; '''Slate spider''' 5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Flying ointment	&amp;quot;&amp;gt;	Flying ointment	&amp;lt;/span&amp;gt;'''''	(	2,250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This preparation of herbs includes belladonna, mandrake, and foxglove (also known as &amp;quot;witch's glove&amp;quot;), all carefully measured and mixed into a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the ''overland flight'' spell) for up to 9 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight''	'''Cost'''	1,125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Folding boat	&amp;quot;&amp;gt;	Folding boat	&amp;lt;/span&amp;gt;'''''	(	7,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''folding boat'' looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ''folding boat'' cannot unfold if there isn't enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate'', creator must have 2 ranks in Craft (ships)	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gem of brightness	&amp;quot;&amp;gt;	Gem of brightness	&amp;lt;/span&amp;gt;'''''	(	13,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts. One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination. Another command word causes the ''gem of brightness'' to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge. The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges. A newly created ''gem of brightness'' has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daylight''	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gem of seeing	&amp;quot;&amp;gt;	Gem of seeing	&amp;lt;/span&amp;gt;'''''	(	75,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a ''gem of seeing'' enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true seeing''	'''Cost'''	37,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Goblin fire drum	&amp;quot;&amp;gt;	Goblin fire drum	&amp;lt;/span&amp;gt;'''''	(	'''Normal''' 2,000; '''Greater''' 4,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small crude-looking drum is attached to a strap long enough to loop around the wearer's neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the player deal an additional 1 point of fire damage (or 2 points for the greater version). All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer's turn as long as the playing continues. A ''greater goblin fire drum'' has all the above abilities and can create ''pyrotechnics'' once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''pyrotechnics'', ''spark''	'''Cost'''	'''Normal''' 1,000 gp; '''Greater''' 2,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Goblin skull bomb	&amp;quot;&amp;gt;	Goblin skull bomb	&amp;lt;/span&amp;gt;'''''	(	1,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ember glow lights the beady eyes of this blackened, burned out goblin's skull. It is very brittle and shatters if dropped on solid ground. When a ''goblin skull bomb'' breaks, the very last creature to touch it bursts into a raging magical flame, automatically suffering 5d6 points of fire damage and also catching fire should it fail a Reflex save (DC 13). If this kills the creature, its body burns away in one round, leaving behind only a pile of ash and the creature's blackened, burned-out skull, which is a new ''goblin skull bomb''. If the target survives the fire, doesn't have a skull, or if its skull is destroyed before another creature touches it, it does not create a new ''goblin skull bomb''. A skull bomb can be used as a thrown weapon with a range increment of 10 feet. If the attacker hits, the skull shatters, immolating the target as described above. If the attacker misses, the skull breaks upon the floor or another nearby hard surface and the attacker bursts into flame. Touching the skull using gloves, gauntlets, or handheld items such as tools or weapons counts as touching the skull. It can be safely moved using spells (such as ''mage hand'' or ''telekinesis'') or attacked with ranged weapons (hardness 0, 1 hp).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''flaming sphere''	'''Cost'''	600 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golem manual	&amp;quot;&amp;gt;	Golem manual	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	varies	;	'''CL'''	varies	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;A golem manual contains information, incantations, and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem.&lt;br /&gt;
&lt;br /&gt;
The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated.&lt;br /&gt;
&lt;br /&gt;
:''Clay Golem Manual:'' The book contains animate objects, bless, commune, prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. Moderate conjuration, divination, enchantment, and transmutation; CL 11th; Craft Construct, animate objects, commune, prayer, resurrection, creator must be caster level 11th.&lt;br /&gt;
:''Flesh Golem Manual:'' The book contains animate dead, bull's strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. Moderate enchantment, necromancy [evil], and transmutation; CL 8th; Craft Construct, animate dead, bull's strength, geas/quest, limited wish, creator must be caster level 8th.&lt;br /&gt;
:''Iron Golem Manual:'' The book contains cloudkill, geas/quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting an iron golem. Strong conjuration, enchantment, and transmutation; CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, creator must be caster level 16th.&lt;br /&gt;
:''Stone Golem Manual:'' The book contains antimagic field, geas/quest, limited wish, and symbol of stunning. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. Strong abjuration and enchantment; CL 14th; Craft Construct, antimagic field, geas/quest, limited wish, symbol of stunning, creator must be caster level 14th.&lt;br /&gt;
:''Stone Golem Guardian Manual:'' The book contains antimagic field, discern location, geas/quest, limited wish, shield other, and symbol of stunning. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian. Strong abjuration and enchantment; CL 14th; Craft Construct, antimagic field, discern location, geas/quest, limited wish, shield other, symbol of stunning, creator must be caster level 14th.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Construct, caster must have a specific level, additional spells	'''Cost'''	'''Clay golem manual''' 6,000 gp; '''Flesh golem manual''' 4,000 gp; '''Iron golem manual''' 17,500 gp; '''Stone golem manual''' 11,000 gp; '''Stone golem guardian manual''' 22,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grave salt	&amp;quot;&amp;gt;	Grave salt	&amp;lt;/span&amp;gt;'''''	(	1,100	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When poured on ground in a circle, this pure white salt sanctifies the enclosed area as the spell ''consecrate''. Applying the salt takes 1 round per dose. A single dose is sufficient to form a 5-foot radius circle, with each additional dose increasing the circle's radius by 5 feet. The area within the circle remains consecrated for 1 hour per dose, though any corporeal creature can spend a standard action to break the circle and end the effect prematurely. A newly created pouch of ''grave salt'' holds 5 doses. ''Grave salt'' can also be used directly against restless spirits. A single dose can be hurled up to 15 feet as a ranged touch attack. An incorporeal undead creature struck by the salt must make a DC 14 Will save or take 1d4 points of Charisma damage. Strong winds and other effects that penalize ranged attacks make it impossible to employ the salt in this manner.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''consecrate''	'''Cost'''	550 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Handy haversack	&amp;quot;&amp;gt;	Handy haversack	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a ''bag of holding'' and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret chest''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Harp of charming	&amp;quot;&amp;gt;	Harp of charming	&amp;lt;/span&amp;gt;'''''	(	7,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a ''harp of charming'' enables the performer to work one ''suggestion'' (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if she can succeed on a DC 14 Perform (string) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''suggestion''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Harp of contagion	&amp;quot;&amp;gt;	Harp of contagion	&amp;lt;/span&amp;gt;'''''	(	13,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This grand-looking wooden harp is carved with images of various venomous creatures. Once per day the bearer may play the harp to target a single opponent with a ''poison'' spell (DC 16). Alternatively, the bearer may play the harp to grant allies within 30 feet a +2 resistance bonus on saving throws against disease and poison; maintaining this benefit each round is a standard action. If the player has the countersong bardic performance ability, he may expend rounds of bardic performance to use the harp to refocus his countersong against disease and poison instead of sonic or language-dependent effects.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''poison'', ''resistance''	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Harp of shattering	&amp;quot;&amp;gt;	Harp of shattering	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely crafted masterwork harp fits comfortably in one hand, but it requires two hands to play. The harp has 10 charges, which refresh each day at daybreak. By making a DC 10 Perform (string) check, the bearer can produce the following effects:&lt;br /&gt;
:break (1 charge)&lt;br /&gt;
:shatter (2 charges)&lt;br /&gt;
	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''break'', ''shater''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hexing doll	&amp;quot;&amp;gt;	Hexing doll	&amp;lt;/span&amp;gt;'''''	(	2,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A creature holding or carrying the doll takes a –4 penalty on saving throws against witch hexes. Alternatively, if the doll is stuffed with the hair of a creature, any witch holding the doll increases the DC of her hexes by +2 when using the hexes against that creature. A doll used in this way does not cause the witch to take a penalty on her saving throws.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bestow curse''	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of antagonism	&amp;quot;&amp;gt;	Horn of antagonism	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A creature with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger's favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn's magic works once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daze monster''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of battle clarity	&amp;quot;&amp;gt;	Horn of battle clarity	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The call of this hollowed-out animal horn rallies nearby creatures to battle. When the horn is blown, all creatures within 60 feet who have not yet acted in combat are no longer considered flat-footed. The horn has no effect on other conditions or abilities that treat a creature as flat-footed. A barbarian who sounds a ''horn of battle clarity'' may spend 2 rounds of rage to act as if she had the superstition rage power for the remainder of that battle.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''rage''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of blasting	&amp;quot;&amp;gt;	Horn of blasting	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This spiraling animal horn can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates). If a ''horn of blasting'' is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of blasting, greater	&amp;quot;&amp;gt;	Horn of blasting, greater	&amp;lt;/span&amp;gt;'''''	(	70,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This horn functions as a ''horn of blasting'', except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude save reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the ''horn of blasting''. A greater horn of blasting also has a 20% cumulative chance of exploding for each usage beyond the first each day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater shout''	'''Cost'''	35,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of fog	&amp;quot;&amp;gt;	Horn of fog	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an ''obscuring mist'' spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''obscuring mist''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of goodness/evil	&amp;quot;&amp;gt;	Horn of goodness/evil	&amp;lt;/span&amp;gt;'''''	(	6,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If she is good, then blowing the horn has the effect of a ''magic circle against evil''. If she is evil, then blowing the horn has the effect of a ''magic circle against good''. In either case, this ward lasts for 1 hour. The horn can be blown once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic circle against evil'', ''magic circle against good''	'''Cost'''	3,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of judgement	&amp;quot;&amp;gt;	Horn of judgement	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden trumpet is inlaid with silver and ivory and in. Once per day the bearer can sound a singular clarion note that affects up to 9 incorporeal creatures within 30 feet with ''ghostbane dirge'' (Will DC 17 negates) for 9 rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ghostbane dirge''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of the huntmaster	&amp;quot;&amp;gt;	Horn of the huntmaster	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elongated bull's horn curves sharply at the end, almost making it seem more like an enormous smoking pipe than a tool for the hunt. Once each day, a person with the hunter's bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater heroism''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of the tritons	&amp;quot;&amp;gt;	Horn of the tritons	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This device is a large, intricately inscribed and decorated conch shell that can be blown once per day (except by a triton, who can sound it three times per day). Blowing the horn activates any one of the following functions:&lt;br /&gt;
:Calm rough waters in a 1-mile radius. Alternatively, this functions as a dismissal spell against a targeted water elemental (DC 19 negates).&lt;br /&gt;
:Summon 1d4+1 sharks or 1d3 advanced sharks as if using summon nature's ally V.&lt;br /&gt;
:Create a fear effect (DC 16 negates) in a 500-foot radius that only affects creatures with the aquatic or amphibious subtype which have Intelligence scores of 1 or 2.&lt;br /&gt;
&lt;br /&gt;
Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water'', ''dismissal'', ''fear'', ''summon nature's ally V'', creator must be a triton	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of valhalla	&amp;quot;&amp;gt;	Horn of valhalla	&amp;lt;/span&amp;gt;'''''	(	50,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This magic instrument comes in four varieties. Each appears to be a normal, scarred old horn used for hunting or signaling during battle. When someone speaks its command word and blows the horn, however, the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned.&lt;br /&gt;
&lt;br /&gt;
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| d%||Type of Horn||Barbarians Summoned||Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| 01–40||Silver||2d4+2, 2nd-level||None&lt;br /&gt;
|-&lt;br /&gt;
| 41–75||Brass||2d4+1, 3rd-level||Spellcaster level 1st&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Bronze||2d4, 4th-level||Proficiency with all martial weapons or bardic performance ability&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Iron||1d4+1, 5th-level||Proficiency with all martial weapons or bardic performance ability&lt;br /&gt;
|}&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster VI''	'''Cost'''	25,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horseman's saddle	&amp;quot;&amp;gt;	Horseman's saddle	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount's rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mount'', creator must have 5 ranks in Ride	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hourglass of last chances	&amp;quot;&amp;gt;	Hourglass of last chances	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and transmutation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny hourglass is filled with blood-red sand. The sand flows only one way and turning it to start the flow activates its magic. It grants a target creature within 30 feet the following benefits for a limited time—''freedom of movement'' (as the spell), and suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended and this suspended time does not count toward the duration of the suppressed effect. Ending the hourglass's effects is a swift action. The hourglass can be used for up to 5 rounds in total before its magic is consumed. These rounds need not be consecutive.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''freedom of movement'', ''heal''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Incense of meditation	&amp;quot;&amp;gt;	Incense of meditation	&amp;lt;/span&amp;gt;'''''	(	4,900	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This incense comes in many shapes and colors, but is otherwise indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check. When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat). Each block of incense burns for 8 hours, and the effects persist for 24 hours. The incense may be burned in a ''censer of controlling air elements'' to summon a more powerful elemental; this renders it useless for maximizing spellcasting.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Maximize Spell, ''bless''	'''Cost'''	2,450 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Incense of transcendence	&amp;quot;&amp;gt;	Incense of transcendence	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The heady vapors of this coiled incense facilitate a deep meditative trance. When an oracle lights a coil of ''incense of transcendence'' and then spends 8 hours praying and meditating nearby, she can replace one of her revelations with another revelation. The new revelation must be one available to her (such as from the same mystery) and must be available at the same class level as the original revelation (for example, she cannot replace a revelation available at 1st level with a revelation requiring a minimum of 7th level). If she replaces a revelation that is a prerequisite for another revelation or ability, she cannot use that other revelation or ability while under the influence of the incense. The coil of incense burns for 8 hours. Its effects persist for 24 hours, after which the oracle's original revelations return.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prayer'', creator must be oracle level 7th	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Insignia of valor	&amp;quot;&amp;gt;	Insignia of valor	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal badge of a rampant griffon, lion, horse, or similar heraldic creature must be attached to a shield or armor to function. Attaching or removing it requires a DC 15 Craft (armor) check, 10 minutes, and appropriate tools. Its powers only function if the wearer of the shield or armor has the channel energy and smite abilities. If the wearer dispatches an opponent with a smite attack (killing it, destroying it, or reducing its hit points below 0), she may expend one use of her channel energy ability as a swift action that round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure critical wounds''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Insistant doorknocker	&amp;quot;&amp;gt;	Insistant doorknocker	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot as if using ''passwall''. Speaking the command word again ends the ''passwall'' effect, returns the surface to its previous doorless shape, and releases the doorknocker from the surface.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''passwall''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Instant bridge	&amp;quot;&amp;gt;	Instant bridge	&amp;lt;/span&amp;gt;'''''	(	7,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thin steel plate is approximately 1 foot square. When the command word is spoken, it rapidly stretches outward and unfolds, becoming a panel 1 inch thick, 3 feet wide, and up to 30 feet long (stopping its extension when it encounters any resistance, such as a wall, ceiling, or a creature.) Each 5-foot segment of the metal bridge has hardness 10 and 30 hit points. The bridge weighs 300 pounds and can support up to 4,000 pounds. When the command word is repeated, it collapses into its portable form once more. The ''instant bridge'' can be activated up to three times per day. If any part of it destroyed while it is extended, it immediately loses all magic.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shrink item'', ''wall of iron''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Instant fortress	&amp;quot;&amp;gt;	Instant fortress	&amp;lt;/span&amp;gt;'''''	(	55,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can't open the door.&lt;br /&gt;
&lt;br /&gt;
The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.&lt;br /&gt;
&lt;br /&gt;
The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress's sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 halves).&lt;br /&gt;
&lt;br /&gt;
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage's magnificent mansion''	'''Cost'''	27,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ioun stone	&amp;quot;&amp;gt;	Ioun stone	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| Color/Shape||Aura||Effect||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Clear Spindle||strong varied||Sustains creature without food or water||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue Rhomboid||strong varied||Alertness (as the feat)||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Deep Red Sphere||strong varied||+2 enhancement bonus to Dexterity||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Rose Prism||strong varied||+1 insight bonus to AC||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Incandescent Blue Sphere||strong varied||+2 enhancement bonus to Wisdom||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Spindle||strong varied||Sustains creature without air||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Lavender and Green Ellipsoid||strong varied||Absorbs spells of 8th level or lower1||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Orange Prism||strong varied||+1 caster level||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale Blue Rhomboid||strong varied||+2 enhancement bonus to Strength||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale Green Prism||strong varied||+1 competence bonus on attack rolls, saves, skill checks, and ability checks||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale Lavender Ellipsoid||strong varied||Absorbs spells of 4th level or lower2||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pearly White Spindle||strong varied||Regenerate 1 point of damage per 10 minutes||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pink and Green Sphere||strong varied||+2 enhancement bonus to Charisma||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pink Rhomboid||strong varied||+2 enhancement bonus to Constitution||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet and Blue Sphere||strong varied||+2 enhancement bonus to Intelligence3||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Vibrant Purple Prism||strong varied||Stores three levels of spells, as a ring ofspell storing (minor)||36,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:1 After absorbing 50 spell levels, the stone burns out and turns dull gray.&lt;br /&gt;
:2 After absorbing 20 spell levels, the stone burns out and turns dull gray.&lt;br /&gt;
:3 This stone has one skill associated with it, as a +2 headband of vast intelligence.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be 12th level	'''Cost'''	varies	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ioun torch	&amp;quot;&amp;gt;	Ioun torch	&amp;lt;/span&amp;gt;'''''	(	75	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is merely a burned out, dull gray ''ioun stone'' with a ''continual flame'' spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ''ioun stones'' (ellipsoid, prism, sphere, and so on).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''continual flame'', creator must be 12th level	'''Cost'''	62 gp, 5 sp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron bands of binding	&amp;quot;&amp;gt;	Iron bands of binding	&amp;lt;/span&amp;gt;'''''	(	26,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent item is a 3-inch-diameter rusty iron sphere wrapped in iron bands. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. ''Iron bands of binding'' are usable once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''grasping hand''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron flask	&amp;quot;&amp;gt;	Iron flask	&amp;lt;/span&amp;gt;'''''	(	170,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	20th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.&lt;br /&gt;
&lt;br /&gt;
The command word can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A purchased bottle is empty, but a newly discovered bottle might contain any of the following:&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| d%||Contents||d%||Contents&lt;br /&gt;
|-&lt;br /&gt;
| 01–50||Empty||89||Demon (glabrezu)&lt;br /&gt;
|-&lt;br /&gt;
| 51–54||Large air elemental||90||Demon (succubus)&lt;br /&gt;
|-&lt;br /&gt;
| 55–58||Invisible stalker||91||Devil (osyluth)&lt;br /&gt;
|-&lt;br /&gt;
| 59–62||Large earth elemental||92||Devil (barbazu)&lt;br /&gt;
|-&lt;br /&gt;
| 63–66||Xorn||93||Devil (erinyes)&lt;br /&gt;
|-&lt;br /&gt;
| 67–70||Large fire elemental||94||Devil (cornugon)&lt;br /&gt;
|-&lt;br /&gt;
| 71–74||Salamander||95||Agathion (avoral)&lt;br /&gt;
|-&lt;br /&gt;
| 75–78||Large water elemental||96||Azata (ghaele)&lt;br /&gt;
|-&lt;br /&gt;
| 79–82||Xill||97||Archon (trumpet)&lt;br /&gt;
|-&lt;br /&gt;
| 83–85||Yeth hound||98||Rakshasa&lt;br /&gt;
|-&lt;br /&gt;
| 86||Demon (shadow)||99||Demon (balor)&lt;br /&gt;
|-&lt;br /&gt;
| 87||Demon (vrock)||100||Devil (pit fiend)&lt;br /&gt;
|-&lt;br /&gt;
| 88||Demon (hezrou)&lt;br /&gt;
|}&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''trap the soul''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron rope	&amp;quot;&amp;gt;	Iron rope	&amp;lt;/span&amp;gt;'''''	(	750	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When the end of this gray hemp rope is held and the command word is uttered, it is irrevocably transmuted into solid iron. The transmuted rope loses all magic and has the hardness and hit points of a normal inch-thick iron bar. When crafted, the rope is 25 feet long, but can be cut up to three times and each section of rope can be commanded to harden individually.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron spike of passage	&amp;quot;&amp;gt;	Iron spike of passage	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When hammered into place this 9-inch iron spike creates an illusion up to 15 feet high and in a 15-foot diameter centered on the spike. The illusion can be of one of the following: a small hillock of appropriate composition for the terrain, a pile of mundane crates or barrels, a mound of rubble, or a small structure (such as a cabin or canvas enclosure). The exact size and specific parameters (such the composition of timber) are chosen when the spike is placed. Interacting with the illusion grants a Will save (DC 12) to disbelieve it. Hammering the spike into place or removing it is a full-round action. The spike can be used any number of times and its effects last until removed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''silent image''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Key of lock jamming	&amp;quot;&amp;gt;	Key of lock jamming	&amp;lt;/span&amp;gt;'''''	(	400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock's hardness, +8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''hold portal''	'''Cost'''	200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ki mat	&amp;quot;&amp;gt;	Ki mat	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This humble pad of woven river reeds allows its owner to recover his mental fortitude and ''ki'' pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 + the monk's current number of ''ki'' points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ''ki'' point.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration'', creator must be a monk	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Knight's pennon	&amp;quot;&amp;gt;	Knight's pennon	&amp;lt;/span&amp;gt;'''''	(	'''Battle''' 4,500; '''Honor''' 2,000; '''Parley''' 4,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration or transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design.&lt;br /&gt;
&lt;br /&gt;
:''Battle:'' The red knight's pennon of battle allows its bearer to benefit from heroism once per day. &lt;br /&gt;
:''Honor:'' The gold knight's pennon of honor bestows protection from evil upon the bearer once per day. &lt;br /&gt;
:''Parley:'' The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism'' (battle), ''protection from evil'' (honor), ''eagle's splendor'' (parley)	'''Cost'''	'''Battle''' 2,250 gp; '''Honor''' 1,100 gp; '''Parley''' 2,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lantern of revealing	&amp;quot;&amp;gt;	Lantern of revealing	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell ''invisibility purge''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility purge''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Last leaves of autumn dryad	&amp;quot;&amp;gt;	Last leaves of autumn dryad	&amp;lt;/span&amp;gt;'''''	(	52,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination and transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This vibrant cluster of leaves constantly changes hue through the different colors of the autumn season, from brown and red to orange and yellow. Once per day, the bearer may touch the leaves to her tongue to assume ''tree shape'' (as the spell) for up to 8 hours, appearing as a healthy tree that is lush with thousands of autumn leaves for the duration of the effect. While in tree form, a creature may release these leaves upon the wind, consciously controlling them as a scrying sensor with the abilities of ''arcane eye''. The leaves have the statistics of an army ant swarm, except the swarm has plant traits, fast healing 5, and vulnerability to fire. The creature may shape the scrying leaves into a semblance of her face, allowing her to speak through the leaves. The leaves' voice is a quiet, dry rustle, and they are capable of conveying most of the creature's intended facial expressions (they can smile, frown, and so on). If the creature has the wild empathy class ability or is a sorcerer with the fey bloodline, she may have any ''ghost sound'', ''speak with animals'', or ''speak with plants'' spell she casts originate from the leaves instead of herself, and her ''tree shape'' does not prevent her from casting these spells. If the scrying leaves fail to return before creature returns to its normal shape, the magic item does not function for 1 week. During this time, the leaves fade to brown and appear to have a light coating of frost on them.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''arcane eye'', ''tree shape'', ''whispering wind''	'''Cost'''	26,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Loathsome mirror	&amp;quot;&amp;gt;	Loathsome mirror	&amp;lt;/span&amp;gt;'''''	(	9,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This buckler-sized mirror magnifies flaws and faults, presenting the least appealing image of any creature reflected in it. The mirror must be held in one hand to function. As a standard action three times per day, the bearer of the mirror can project a reflection onto the creature that produced it, making them appear utterly loathsome to all onlookers. The subject must be within 30 feet of the mirror, and must be able to see the mirror to be affected. For the next 5 rounds any creature attempting to target the subject with a beneficial spell or effect must make a DC 14 Will save. On a failure, the creature must choose a new subject for the spell or effect is wasted. Once a creature succeeds on this saving throw, it can target the subject normally for the remainder of the mirror's effect's duration.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''unadulterated loathing''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lord's banner	&amp;quot;&amp;gt;	Lord's banner	&amp;lt;/span&amp;gt;'''''	(	'''Crusades''' 100,000; '''Swiftness''' 10,000; '''Terror''' 56,000; '''Victory''' 75,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate varies	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.&lt;br /&gt;
&lt;br /&gt;
A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.&lt;br /&gt;
:''Crusades (evocation aura):'' A noble-looking lord's banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design).&lt;br /&gt;
:''Swiftness (abjuration aura):'' A group or army that are traveling under a lord's banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.&lt;br /&gt;
:''Terror (necromancy aura):'' Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a DC 16 Will save or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw cannot be panicked by the banner for 24 hours.&lt;br /&gt;
:''Victory (evocation aura):'' Allies of the owner of a lord's banner of victory gain a +2 morale bonus on attack rolls, saves, and skill checks for as long as they can see the banner.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'' (leadership), ''hallow'' (crusades), ''freedom of movement'' (swiftness), ''fear'' (terror), ''heroism'' (victory)	'''Cost'''	'''Crusades''' 50,000 gp; '''Swiftness''' 5,000 gp; '''Terror''' 28,000 gp; '''Victory''' 37,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lyre of building	&amp;quot;&amp;gt;	Lyre of building	&amp;lt;/span&amp;gt;'''''	(	13,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a ''horn of blasting'', a ''disintegrate'' spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes. The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If she fails, she must stop and cannot play the lyre again for this purpose until a week has passed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate''	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Malleable symbol	&amp;quot;&amp;gt;	Malleable symbol	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options: *10-foot burst centered anywhere within 30 feet *60-foot line *30-foot cone  The symbol reverts to its nodescript lump form after being away from its bearer for 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mass cure light wounds'', creator must be able to channel energy	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mallet of building	&amp;quot;&amp;gt;	Mallet of building	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy builder's mallet has a wooden shaft and a head made from shiny black iron that turns slightly red when held close to metal. The wielder of the mallet can, as a full-round action, swing the hammer to create and immediately hammer into place a copper nail, iron spike, iron piton, or 4-foot wooden fence post. A created fence post can penetrate earth, and the other materials can penetrate earth, wood, or stone. Removing the created item from the surface destroys it, but otherwise the item lasts as long as a normal object of its sort. The mallet can create up to 100 items per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''minor creation''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Manual of bodily health	&amp;quot;&amp;gt;	Manual of bodily health	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Constitution''' 27,500 gp; '''+2 Constitution''' 55,000 gp; '''+3 Constitution''' 82,500 gp; '''+4 Constitution''' 110,000 gp; '''+5 Constitution''' 137500 gp   This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wish'' or ''miracle''	'''Cost'''	'''+1 Constitution''' 26,250 gp; '''+2 Constitution''' 52,500 gp; '''+3 Constitution''' 78,750 gp; '''+4 Constitution''' 105,000 gp; '''+5 Constitution''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Manual of gainful exercise	&amp;quot;&amp;gt;	Manual of gainful exercise	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Strength''' 27,500 gp; '''+2 Strength''' 55,000 gp; '''+3 Strength''' 82,500 gp; '''+4 Strength''' 110,000 gp; '''+5 Strength''' 137,500 gp   This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wish'' or ''miracle''	'''Cost'''	'''+1 Strength''' 26,250 gp; '''+2 Strength''' 52,500 gp; '''+3 Strength''' 78,750 gp; '''+4 Strength''' 105,000 gp; '''+5 Strength''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Manual of quickness of action	&amp;quot;&amp;gt;	Manual of quickness of action	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Dextreity''' 27,500 gp; '''+2 Dexterity''' 55,000 gp; '''+3 Dexterity''' 82,500 gp; '''+4 Dexterity''' 110,000 gp; '''+5 Dexterity''' 137,500 gp   This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wish'' or ''miracle''	'''Cost'''	'''+1 Dexterity''' 26,250 gp; '''+2 Dexterity''' 52,500 gp; '''+3 Dexterity''' 78,750 gp; '''+4 Dexterity''' 105,000 gp; '''+5 Dexterity''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Martyr's tear	&amp;quot;&amp;gt;	Martyr's tear	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''vampiric touch''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Marvelous pigments	&amp;quot;&amp;gt;	Marvelous pigments	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of ''marvelous pigments'' is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. ''Marvelous pigments'' cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major creation''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Master's perfect golden bell	&amp;quot;&amp;gt;	Master's perfect golden bell	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	15th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This lustrous golden bell produces a deep and resonant ring which vibrates in perfect harmony with the Material Plane and destructively interferes with otherworldly beings. These vibrations reduce the damage reduction and spell resistance of all extraplanar creatures within 30 feet by 5 (for example, changing DR 10/magic to DR 5/magic). The bell has no clapper; to ring it, the bearer must attack it with an unarmed strike (this counts as an attack, with no attack roll needed, and does not damage the bell). The ringing lasts 1d6 rounds; stifling the ringing early is a standard action. It can ring for a maximum of 10 rounds per day	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''banishment''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mattock of the titans	&amp;quot;&amp;gt;	Mattock of the titans	&amp;lt;/span&amp;gt;'''''	(	23,348	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	16th	;	'''Weight'''	120 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan ''+3 adamantine warhammer'', dealing 4d6 points of base damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''move earth''	'''Cost'''	13,348 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Maul of the titans	&amp;quot;&amp;gt;	Maul of the titans	&amp;lt;/span&amp;gt;'''''	(	25,305	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	15th	;	'''Weight'''	160 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mallet is 8 feet long. If used as a weapon, it is the equivalent of a ''+3 greatclub'' and deals triple damage against inanimate objects. The wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a –4 penalty on attack rolls.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''clenched fist''	'''Cost'''	12,305 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mirror of guarded reflections	&amp;quot;&amp;gt;	Mirror of guarded reflections	&amp;lt;/span&amp;gt;'''''	(	7,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Reflections visible in this palm-sized hand mirror always seem ghostly and insubstantial. When a creature holding the mirror is targeted by an attack, he can spend an immediate action to summon his reflection from the glass to interpose itself between him and the blow. The reflection functions as an image produced by the spell ''mirror image''. If the image is struck by the attack, it shatters with a resounding crash. The creature that destroyed the image is subject to bad luck; the next time it makes an attack roll or saving throw, it must roll twice and take the worse result. If the attack does not strike the image, the image fades away at the start of the mirror bearer's next turn. The mirror can be used three times per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mirror image''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mirror of life trapping	&amp;quot;&amp;gt;	Mirror of life trapping	&amp;lt;/span&amp;gt;'''''	(	200,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	17th	;	'''Weight'''	0 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crystal device is usually about 4 feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well known for their magical powers. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A ''mirror of life trapping'' has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack). When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim's equipment (including clothing and anything being carried) remains behind. If the mirror's owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mirror's capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is destroyed (hardness 1, 5 hit points), all victims currently trapped in it are freed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''imprisonment''	'''Cost'''	100,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mirror of mental prowess	&amp;quot;&amp;gt;	Mirror of mental prowess	&amp;lt;/span&amp;gt;'''''	(	175,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and divination	;	'''CL'''	17th	;	'''Weight'''	40 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. A creature who knows the proper commands can cause it to perform as follows. *Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language. *View other places as if with ''clairvoyance'', and the controller can even view locations on other planes if she is sufficiently familiar with them. *Use it as a portal to visit other places. The controller first views the place with the ''clairvoyance'' function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she's still in the other place), and the user can also close it with a command word. Creatures with Intelligence scores of 12 or higher might notice the portal just as they might notice a magical sensor from a ''scrying'' spell. Any creature who steps through the portal appears in front of the mirror. *Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the ''legend lore'' spell).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''detect thoughts'', ''gate'', ''legend lore''	'''Cost'''	87,500 gp	&amp;lt;/div&amp;gt;	&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Needles of flesh graving	&amp;quot;&amp;gt;	Needles of flesh graving	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shrink item'', creator must have 5 ranks in Craft (tattoos)	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Nightdrops	&amp;quot;&amp;gt;	Nightdrops	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faiint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This narrow vial holds 5 doses of viscous liquid. When dripped onto a willing creature's eyes, it gives the creature low-light vision for 1 hour. The affected creature takes a –2 penalty on saves against light-based spells and effects and gains the light sensitivity weakness. A dose affects one creature, regardless of how many eyes it has.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Noble's vigilant pillbox	&amp;quot;&amp;gt;	Noble's vigilant pillbox	&amp;lt;/span&amp;gt;'''''	(	3,600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heart-shaped charm is set with three pearls: one white, one silver, and one black. Inside, a tiny compartment usually contains smelling salts (page 101) or alchemist's kindness (page 100). Each pearl has a primary, passive ability and a secondary, active ability that activates if it is removed from the setting and swallowed (a standard action, as if drinking a potion). Swallowing a pearl destroys it. A command word activates the primary abilities of all three pearls for 1 round. When activated, the white pearl detects poison in a 10-foot radius around the wearer, dulling to a dark gray if poison is within range. If swallowed, it grants the benefit of a ''delay poison'' spell. The silver pearl detects diseases in a 10-foot radius, turning bright blue on discovery. If swallowed, it grants the benefit of a ''remove disease'' spell. The black pearl turns white if any invisible creature is within 10 feet of the wearer. If swallowed, it grants the benefits of ''see invisibility'' for 1 minute. A charms found with missing pearls has its price reduced appropriately; a white pearl is worth 750 gp, a silver pearl is worth 1,150 gp, and black pearl is worth 1,700 gp.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''delay poison'', ''detect poison'', ''remove disease'', ''see invisibility''	'''Cost'''	1,800 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Oil of silence	&amp;quot;&amp;gt;	Oil of silence	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. Five vials of ''oil of silence'' can be used in conjunction to silence a Large firearm siege engine, and 10 can be used to silence a Huge firearm siege engine. The oil does not work on firearm siege engines that are larger than Huge.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''silence''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of foul abaddon	&amp;quot;&amp;gt;	Orb of foul abaddon	&amp;lt;/span&amp;gt;'''''	(	18,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This grapefruit-sized sphere of glossy black stone glows with faint whorls of orange fire deep within its inky substance. When held in hand, it can be commanded to unleash a ''dread bolt'' once per day. When used as an additional focus for casting a spell with the evil descriptor, the bearer gains a +1 bonus to her caster level for these spells. It bestows one permanent negative level on any good creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dread bolt'', creator must be evil	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of golden heaven	&amp;quot;&amp;gt;	Orb of golden heaven	&amp;lt;/span&amp;gt;'''''	(	22,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This alabaster sphere, overlaid with golden bands set with diamonds in runelike patterns, sheds light like a ''continual flame'' spell. Making a melee touch attack with the orb has the same effect as dousing the target with a flask of holy water. A good creature may hold the orb in hand and command it to invoke ''consecrate'' and ''searing light'' each once per day. The orb bestows one permanent negative level on any evil creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb. If the bearer of an ''orb of golden heaven'' wears a ''crown of golden heaven'', its light counts as ''daylight'' instead of ''continual flame'', and its ''consecrate'' acts as if the orb were a shrine to the bearer's deity.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water'', ''consecrate'', ''daylight'', ''searing light''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of pure law	&amp;quot;&amp;gt;	Orb of pure law	&amp;lt;/span&amp;gt;'''''	(	60,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This featureless gray stone is perfectly smooth and flawlessly polished. The bearer of an orb of pure law gains a +4 deflection bonus to AC against attacks from chaotic creatures and a +4 resistance bonus on saving throws against polymorph effects, effects with the chaotic descriptor, and effects that inflict the confused condition. When held in hand, the bearer of the orb may use ''detect chaos'' and ''detect law'' at will. A lawful creature may hold the orb in hand and command it to invoke ''dispel chaos'' and ''arrow of law'' each once per day. The orb bestows one permanent negative level on any chaotic creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''arrow of law'', ''detect chaos'', ''detect law'', ''dispel chaos''	'''Cost'''	30,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of storms	&amp;quot;&amp;gt;	Orb of storms	&amp;lt;/span&amp;gt;'''''	(	48,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	18th	;	'''Weight'''	6 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day, she can call upon the orb to use a ''control weather'' spell. Once per month, she can conjure a ''storm of vengeance''. The possessor of the orb is continually protected by an ''endure elements'' effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control weather'', ''endure elements'', ''storm of vengeance''	'''Cost'''	24,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of utter chaos	&amp;quot;&amp;gt;	Orb of utter chaos	&amp;lt;/span&amp;gt;'''''	(	36,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This globe of varicolored material constantly shifts hue and texture, from steel-hard to spongy or even gelatinous. The bearer of the orb is constantly protected by ''entropic shield''. Three times per day, when the bearer holds the orb and casts a spell with the polymorph subtype, chaotic descriptor, or one that gives creatures the confused condition, she may modify her caster level for that spell by 1d6–2. Once per day the bearer may hold the orb and command it to ''dispel magic''. If the dispel check succeeds, the wielder absorbs the unraveled magical energy through the orb and gains the benefit of an ''aid'' spell. The orb bestows one permanent negative level on any lawful creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aid'', ''dispel magic'', ''entropic shield''	'''Cost'''	18,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Origami swarm	&amp;quot;&amp;gt;	Origami swarm	&amp;lt;/span&amp;gt;'''''	(	300	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stiff folded paper vaguely resembles a hand-sized pest such as a beetle, spider, or cockroach. Completing two key folds in the paper causes it to multiply into hundreds of similar-sized duplicates of itself. These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability. The paper beetles do not attack their creator, but are otherwise uncontrolled and attack anything nearby. After 5 rounds, the beetles crumple and fall inert. Once activated, an ''origami swarm'' loses all magic.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects''	'''Cost'''	150 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ornament of healing light	&amp;quot;&amp;gt;	Ornament of healing light	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This palm-sized holy symbol is composed of tiny pieces of stained glass held in a gold frame. The exact symbol is determined upon the item's creation. As a free action, the creature holding the ornament can project the image of the holy symbol upon any creature or surface within 15 feet, similar to using a shadow puppet and lamp. This light is not bright enough to illuminate an area. If the bearer is a paladin, she may use her lay on hands ability on a creature touched by the symbol's light (effectively increasing her lay on hands range from touch to 15 feet).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sacred bond''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pearl of power	&amp;quot;&amp;gt;	Pearl of power	&amp;lt;/span&amp;gt;'''''	(	varies; '''1st-level''' 1,000; '''2nd-level''' 4,000; '''3rd-level''' 9,000; '''4th-level''' 16,000; '''5th-level''' 25,000; '''6th-level''' 36,000; '''7th-level''' 49,000; '''8th-level''' 64,000; '''9th-level''' 81,000; '''Two spells''' 70,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	17th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells. Once per day on command, a ''pearl of power'' enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled	'''Cost'''	'''1st-level''' 500 gp; '''2nd-level''' 2,000 gp; '''3rd-level''' 4,500 gp; '''4th-level''' 8,000 gp; '''5th-level''' 12,500 gp; '''6th-level''' 18,000 gp; '''7th-level''' 24,500 gp; '''8th-level''' 32,000 gp; '''9th-level''' 40,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pearl of the sirines	&amp;quot;&amp;gt;	Pearl of the sirines	&amp;lt;/span&amp;gt;'''''	(	15,300	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration and transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''freedom of movement'', ''water breathing''	'''Cost'''	8,150 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Philter of love	&amp;quot;&amp;gt;	Philter of love	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong enchantment	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a ''break enchantment'', ''dispel magic'', ''limited wish'', ''miracle'', ''remove curse'', or ''wish''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm monster'', ''permanency''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of dissolution	&amp;quot;&amp;gt;	Pipes of dissolution	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Carvings of winter scenes decorate this set of pan pipes. Activating the pipes requires a DC 15 Perform (wind instruments) check. Creatures within 30 feet gain a +2 competence bonus on caster level checks to dispel magical effects and overcome spell resistance. Maintaining the performance is challenging, requiring a move action and a new Perform check each round, with the DC increasing by +1 for each round the instrument is played. The magic ends when the player voluntarily stops or fails the Perform check, after which the pipes cannot be used again for 1 hour.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dispel magic''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of haunting	&amp;quot;&amp;gt;	Pipes of haunting	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	4th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed at a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. ''Pipes of haunting'' can be sounded twice a day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scare''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of pain	&amp;quot;&amp;gt;	Pipes of pain	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	6th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	By making a DC 15 Perform (wind instruments) check, the bearer can use these pipes to create a wondrous melody which fascinates creatures within 30 feet for as long as the bearer continues to play (Will DC 14 negates). This is a mind-affecting sonic compulsion effect. The bearer is immune to the sound of the pipes. When the bearer stops playing, for the next 2d4 rounds all creatures who were fascinated by the music are stricken by intense pain at even the slightest noise. Unless a creature is in a totally silent area, it takes 1d4 points of damage per round on its turn, and it has sonic vulnerability until this time expires. Thereafter, the creature is shaken unless it is in a totally silent area; this hypersensitivity to noise is a curse effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sound burst'', creator must have the bardic performance class ability	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of sounding	&amp;quot;&amp;gt;	Pipes of sounding	&amp;lt;/span&amp;gt;'''''	(	1,800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	2nd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds that can imitate creatures, environmental sounds, or most other sounds. The figment sounds are the equivalent of ''ghost sound''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ghost sound''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of the sewers	&amp;quot;&amp;gt;	Pipes of the sewers	&amp;lt;/span&amp;gt;'''''	(	1,150	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if any rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. ThePerform DC increases by +5 for each time the rats have been successfully called in a 24-hour period. If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm animal'', ''sumon nature's ally I'', wild empathy ability	'''Cost'''	575 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Polymorphic pouch	&amp;quot;&amp;gt;	Polymorphic pouch	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This leather pouch is usually decorated with a druidic motif. Within is an extradimensional space that can hold 4 cubic feet or 40 pounds worth of items and otherwise functions as a small bag of holding. If the bearer uses a polymorph effect or wild shape to transform into an animal, dragon, elemental, magical beast, plant, or vermin, the pouch never merges with her body. It automatically relocates to an easily-accessible place on her body (such as on a belt or a cord around her neck), allowing her to access the pouch and items within it while she is transformed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''polymorph'', ''secret chest''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Portable hole	&amp;quot;&amp;gt;	Portable hole	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''portable hole'' is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a ''portable hole'' is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item. The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each ''portable hole'' opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a ''portable hole'' is placed within a ''bag of holding'', it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the ''portable hole'' and ''bag of holding'' being destroyed in the process.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Prayer wheel of ethical strength	&amp;quot;&amp;gt;	Prayer wheel of ethical strength	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Sacred or profane mantras cover the outer face of this cylindrical wooden block, which rotates around a decorative brass spindle. By holding the spindle in one hand while meditating or resting to regain ''ki'', the bearer may attune his ''ki'' points to the wheel. Once attuned, the bearer's ''ki'' strikes count as good (if the wheel has sacred mantras) or evil (if the wheel has profane mantras) instead of lawful for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ''ki'' points. A creature can only be attuned to one prayer wheel at a time, and a prayer wheel can only be attuned to one person at a time. Only creatures who can make lawfully-aligned ''ki'' strikes can use a prayer wheel.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''align weapon''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pyxes of redirected focus	&amp;quot;&amp;gt;	Pyxes of redirected focus	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This round metal container is just large enough to contain the wooden, coin-sized token inside. Each side of the token is inscribed with a different prayer. Once per day, a cleric (or other class with cleric domains) may activate the pyxes and may select any one of her prepared domain spells and replace it with the domain spell of that level from her other domain. For example, a cleric with the Fire and Luck domains could switch her 1st-level prepared ''burning hands'' domain spell to ''true strike''. The pyxes has no effect on creatures with no domain spells or only one domain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prayer''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Racing broom of flying	&amp;quot;&amp;gt;	Racing broom of flying	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''racing broom of flying'' functions like a ''broom of flying'', except for 9 minutes per day it can fly faster than its standard counterpart. Activating this increased speed is a swift action. The broom's increased fly speed is 60 feet with a load up to 200 pounds, or at a speed of 40 feet carrying up to 400 pounds. Each minute at this faster speed uses 1 hour of the broom's daily flight time. As a swift action, the rider may expend 5 hours of flight time to increase the broom's speed to 120 feet with a load up to 200 pounds, or at a speed of 80 feet carrying up to 400 pounds. This speed boost lasts for 1 round, but when it ends there is a 50% chance that the broom gains the broken condition and is powerless until repaired.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''haste'', ''overland flight'', ''permanency''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Restless lockpicks	&amp;quot;&amp;gt;	Restless lockpicks	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 b.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This set of mithral masterwork thieves' tools springs to life in the hands of a skilled user. If the user attempts to use the tools to disarm a trap or other device, he may spend a standard action beginning the disarm attempt, after which the tools continue on their own without being held. Thereafter, the bearer may perform other actions or even move away while the tools work. The tools make a Disable Deviceusing the bearer's skill bonus plus the +2 for being masterwork thieves' tools, taking the normal amount of time to disable the device. When the skill check is completed, the tools remain in place until removed from the device. The tools can animate for up to 10 rounds per day. They can take 10 but cannot take 20. If there aren't enough rounds left in the tools to finish a particular check, the bearer can continue where the animated tools left off as long as she is in the square with the tools when the animation duration runs out.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''knock'', ''mage hand''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Restorative ointment	&amp;quot;&amp;gt;	Restorative ointment	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains 5 applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes the disease (as ''remove disease'' with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as ''cure light wounds'').	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', ''neutralize poison'', ''remove disease''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ring gates	&amp;quot;&amp;gt;	Ring gates	&amp;lt;/span&amp;gt;'''''	(	40,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, or even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through aring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an &amp;quot;entry side&amp;quot; and an &amp;quot;exit side,&amp;quot; both marked with appropriate symbols. The weight listed is per ring.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gate''	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Rope of climbing	&amp;quot;&amp;gt;	Rope of climbing	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A 60-foot-long ''rope of climbing'' is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A ''rope of climbing'' can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Rope of entanglement	&amp;quot;&amp;gt;	Rope of entanglement	&amp;lt;/span&amp;gt;'''''	(	21,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	12th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''rope of entanglement'' looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. A ''rope of entanglement'' has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', ''animate rope'' or ''entangle''	'''Cost'''	10,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Rope of knots	&amp;quot;&amp;gt;	Rope of knots	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This rope is 100 feet long and can perform all the functions of a rope of climbing. Furthermore, upon command the ''rope of knots'' snakes out and knots itself into a rope structure. The rope can tie itself into any structure which can be created out of 100 feet of rope. Possible structures include (but are not limited to) a sturdy rope bridge up to 25 feet long, a 10-foot-square net or hammock, or a 40-foot-tall rope ladder. The rope takes up to 10 rounds to create a complex structure or half that time to return itself to a simple coil. The rope has hardness 1 and 20 hit points. It repairs damage to itself at a rate of 2 hit points every 10 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Salve of slipperiness	&amp;quot;&amp;gt;	Salve of slipperiness	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer's CMD for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting ''grease'' spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine). ''Salve of slipperiness'' is needed to coat the inside of a container meant to hold ''sovereign glue''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''grease''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scabbard of keen edges	&amp;quot;&amp;gt;	Scabbard of keen edges	&amp;lt;/span&amp;gt;'''''	(	16,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This black scabbard is engraved with intricate silver runes that depict all manner of bladed weapons. A ''scabbard of keen edges'' can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts ''keen edge'' on any blade placed within it. Runes similar to those on the outside of the scabbard appear on a blade while it is under this ''keen edge'' effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''keen edge''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scabbard of stanching	&amp;quot;&amp;gt;	Scabbard of stanching	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a ''scabbard of stanching'' protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	School of eyes	&amp;quot;&amp;gt;	School of eyes	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a flask of syrupy fluid with an eyeball floating in it. When a creature drinks the entire flask, 1d4 rounds later he is stunned for 1 round as 1d4+1 floating fish with large eyes for heads crawl out of his flesh. Once these eye-fish free themselves, they hover near the drinker, always staying in the drinker's square, and otherwise function as the eyes from a ''prying eyes'' spell, except they are Tiny rather than Fine. As long as the drinker has at least three of the fish in his square, he gains a +10 competence bonus on sight-based Perception checks. Every 1d6 × 10 minutes, 1d4+1 more eye-fish crawl out of his flesh, stunning him for 1 round each time. Each flask can produce up to 1d4+10 fish total; once this many have appeared, no more are created. The fish remain until they are destroyed or until 10 hours pass from the time the flask was used.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prying eyes''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seeker's sight	&amp;quot;&amp;gt;	Seeker's sight	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder using a firearm that has this sight can choose to spend a full-round action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true seeing''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seer's tea	&amp;quot;&amp;gt;	Seer's tea	&amp;lt;/span&amp;gt;'''''	(	550	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an ''augury'' spell. Additionally, the unbrewed tea can be used as an extra material component when casting ''augury'', removing the need for a focus. In this case, the caster instead reveals information as if she had cast ''divination'' instead.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''augury'' or ''divination''	'''Cost'''	275 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sheath of bladestealth	&amp;quot;&amp;gt;	Sheath of bladestealth	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the ''sheath of bladestealth'', both it and the weapon become invisible (as the ''invisibility'' spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus onSleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shroud of disintegration	&amp;quot;&amp;gt;	Shroud of disintegration	&amp;lt;/span&amp;gt;'''''	(	3,300	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These burial wrappings are made of fine, embroidered materials. When a body is placed inside, speaking a command word turns the body to dust. The magic of the shroud is usable only once, after which the wrappings become ordinary, fine cloth.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disintegrate''	'''Cost'''	1,650 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Silversheen	&amp;quot;&amp;gt;	Silversheen	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shimmering paste-like substance can be applied to a weapon as a standard action. it gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Singing bell of striking	&amp;quot;&amp;gt;	Singing bell of striking	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple bowl-shaped bell made of either cold iron or silver is played by rubbing a leather mallet along its rim, creating a ringing sound. By playing the bell while meditating or resting to regain ''ki'', the bearer may attune his ki points to the instrument. Once attuned, the bearer's ''ki'' strikes count as cold iron (if the bell is cold iron) or silver (if the bell is silver) instead of magic for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ki points. A creature can only be attuned to one singing bell at a time, and a singing bell can only be attuned to one person at a time. Only creatures whose ''ki'' strikes normally act as magic weapons can use a ''singing bell of striking''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''versatile weapon''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Snapleaf	&amp;quot;&amp;gt;	Snapleaf	&amp;lt;/span&amp;gt;'''''	(	750	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. Activating a ''snapleaf'' is an immediate action and gives the bearer the benefits of ''feather fall'' and ''invisibility''. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''feather fall'', ''invisibility''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Soul soap	&amp;quot;&amp;gt;	Soul soap	&amp;lt;/span&amp;gt;'''''	(	200	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small bar of coarse gray soap has tiny pieces of ash, coal, or hard earth embedded in it, leaving anyone washed with it as dirty as before. Washing a creature with the soap requires water and takes 1 minute, after which the creature can attempt a new Will saving throw against any hostile ongoing mind-affecting effect currently affecting it. Unwilling creatures must be pinned or otherwise made helpless before they can be washed. The soap is sufficient to wash one creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resistance''	'''Cost'''	100 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sovereign glue	&amp;quot;&amp;gt;	Sovereign glue	&amp;lt;/span&amp;gt;'''''	(	2,400	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	20th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of ''salve of slipperiness'', and each time any of the bonding agent is poured from the flask, a new application of the ''salve of slipperiness'' must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of ''sovereign glue'', when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask's capacity taken up by the ''salve of slipperiness''. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when ''universal solvent'' is applied to the bond. ''Sovereign glue'' is dissolved by ''universal solvent''. The price and creation cost given are per ounce.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''make whole''	'''Cost'''	1,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Steadfast gut-stone	&amp;quot;&amp;gt;	Steadfast gut-stone	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0. When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage. Only one gut-stone may be in a creature's body at a time. Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic stone'', ''shield other''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone familiar	&amp;quot;&amp;gt;	Stone familiar	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the ''stone familiar'' to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the ''stone familiar'' to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a ''stone familiar'' immediately knows what spells are stored inside it. A ''stone familiar'' is never found as randomly generated treasure with spells already stored in it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''share memory'', creator must be a witch	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone horse	&amp;quot;&amp;gt;	Stone horse	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	14th	;	'''Weight'''	6,000 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''Courser''' 10,000 gp; '''Destrier''' 14,800 gp   This item is a roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A ''stone horse'' is combat-trained. A ''stone horse'' can carry 1,000 pounds tirelessly and never needs to rest or eat. Damage dealt to it can be repaired either by feeding it gems (1 hp for every 50 gp value of the gem) or by casting ''stone to flesh'', then using healing spells until it reaches its maximum hit points, at which time it automatically returns to its stone form. There are two sorts of ''stone horses''. *''Courser'': This item has the statistics of a horse with hardness 10. *''Destrier'': This item has the statistics of a heavy horse with hardness 10.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', ''flesh to stone''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of alarm	&amp;quot;&amp;gt;	Stone of alarm	&amp;lt;/span&amp;gt;'''''	(	2,700	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alarm''	'''Cost'''	1,350 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of alliance	&amp;quot;&amp;gt;	Stone of alliance	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny sphere of marble can be used to strengthen an existing link between the user and a creature bound to him. When activated by a creature and then swallowed by that creature's animal companion, bonded mount, or familiar, the stone magically remains inside the companion creature. Thereafter, the master is continually aware of the companion's distance, direction, and general condition as if using the spell ''status''. If the master has line of sight to the companion, he may as an immediate action protect the creature from being harmed by one successful attack, taking the full effect of that attack instead. Once per day the master may spend a standard action to transfer the blinded, dazzled, deafened, fatigued, shaken, or sickened condition from the companion to himself. Alternatively, the master may partially transfer the exhausted, frightened, or nauseated condition from the companion to himself, with he and the companion both suffering the lesser version of that condition (fatigued for exhausted, and so on). The master must be within 30 feet of the companion for him to use either aspect of this ability. The stone remains harmlessly inside the companion until it dies, the master dies, or the master dismisses the companion, at which point it crumbles into a worthless powder and is digested.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield other'', ''status''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of conjuring earth elementals	&amp;quot;&amp;gt;	Stone of conjuring earth elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A stone of this nature is typically an oddly shaped bit of roughly polished rock. On command as a full-round action, the bearer may summon an earth elemental. If there is an unbroken piece of unworked stone of at least Huge size nearby, the stone conjures a Huge earth elemental as if using ''summon monster VI''. If there is no such stone available (for example, if there is only sand, earth, worked stone, or smaller pieces of stone), the stone conjures a Large earth elemental as if using ''summon monster V''. The stone cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VI''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of good luck (luckstone)	&amp;quot;&amp;gt;	Stone of good luck (luckstone)	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone salve	&amp;quot;&amp;gt;	Stone salve	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and transmutation	;	'''CL'''	13th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to fleshspell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a ''stoneskin'' spell. The price and creation cost given are per ounce.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh'', ''stoneskin''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Strand of prayer beads	&amp;quot;&amp;gt;	Strand of prayer beads	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	Varies	;	'''CL'''	Varies	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''Lesser strand''' 9,600 gp; '''Standard strand''' 45,800 gp; '''Greater strand''' 95,800 gp	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item and one of the following spells per bead, as appropriate: ''bless'' (blessing); ''cure serious wounds'', ''remove blindness/deafness'', or ''remove disease'' (healing); ''righteous might'' (karma); ''gate'' (summons); ''chaos hammer'', ''holy smite'', ''order's wrath'', or ''unholy blight'' (smiting); ''wind walk'' (wind walking)	'''Cost'''	'''Lesser strand''' 4,800 gp; '''Normal strand''' 22,900 gp; '''Greater strand''' 47,900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stubborn nail	&amp;quot;&amp;gt;	Stubborn nail	&amp;lt;/span&amp;gt;'''''	(	100	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This adamantine piton is 6 inches long. As a standard action, the bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it as a move action. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed. Once removed, the nail loses all its powers and transforms into a nonmagical iron piton.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''arcane lock'', ''mending''	'''Cost'''	50 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sustaining spoon	&amp;quot;&amp;gt;	Sustaining spoon	&amp;lt;/span&amp;gt;'''''	(	5,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	If this seemingly unremarkable utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''create food and water''	'''Cost'''	2,700 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Tome of clear thought	&amp;quot;&amp;gt;	Tome of clear thought	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Intelligence''' 27,500 gp; '''+2 Intelligence''' 55,000 gp; '''+3 Intelligence''' 82,500 gp; '''+4 Intelligence''' 110,000 gp; '''+5 Intelligence''' 137,500 gp  This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''miracle'' or ''wish''	'''Cost'''	'''+1 Intelligence''' 26,250 gp; '''+2 Intelligence''' 52,500 gp; '''+3 Intelligence''' 78,750 gp; '''+4 Intelligence''' 105,000 gp; '''+5 Intelligence''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Tome of leadership and influence	&amp;quot;&amp;gt;	Tome of leadership and influence	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Charisma''' 27,500 gp; '''+2 Charisma''' 55,000 gp; '''+3 Charisma''' 82,500 gp; '''+4 Charisma''' 110,000 gp; '''+5 Charisma''' 137,500 gp  This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''miracle'' or ''wish''	'''Cost'''	'''+1 Charisma''' 26,250 gp; '''+2 Charisma''' 52,500 gp; '''+3 Charisma''' 78,750 gp; '''+4 Charisma''' 105,000 gp; '''+5 Charisma''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Tome of understanding	&amp;quot;&amp;gt;	Tome of understanding	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Wisdom''' 27,500 gp; '''+2 Wisdom''' 55,000 gp; '''+3 Wisdom''' 82,500 gp; '''+4 Wisdom''' 110,000 gp; '''+5 Wisdom''' 137,500 gp   This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''miracle'' or ''wish''	'''Cost'''	'''+1 Wisdom''' 26,250 gp; '''+2 Wisdom''' 52,500 gp; '''+3 Wisdom''' 78,750 gp; '''+4 Wisdom''' 105,000 gp; '''+5 Wisdom''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Traveler's any-tool	&amp;quot;&amp;gt;	Traveler's any-tool	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major creation''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Treasurer's seal	&amp;quot;&amp;gt;	Treasurer's seal	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Six inches in diameter, one side of this porcelain seal shows a many-keyholed padlock, while the other displays a lightning bolt superimposed on an open hand. The padlock side is used to lock and alarm doors, chests, and other portals. The bearer may speak a command word to activate it when holding it against a lockable item. If the padlock side of the seal is touching the item, it bestows an alarm(mental alarm) and arcane lock on the target item. If the lightning bolt side of the seal is touching the item, it casts fire trap on the lock (the seal must be held to the lock for 10 minutes to use this ability). A creature carrying the seal can speak a command word to suspend its effects on an item for 1 minute. This ability is usable at will, but only works on effects created by that specific seal. The seal can be used at will but can only maintain effects on three items at any given time. Using it on a fourth item automatically negates the oldest effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alarm'', ''arcane lock'', ''fire trap''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Unguent of timelessness	&amp;quot;&amp;gt;	Unguent of timelessness	&amp;lt;/span&amp;gt;'''''	(	150	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gentle repose''	'''Cost'''	75 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Universal solvent	&amp;quot;&amp;gt;	Universal solvent	&amp;lt;/span&amp;gt;'''''	(	50	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This substance has the unique property of being able to dissolve ''sovereign glue'', tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''acid arrow''	'''Cost'''	25gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Void dust	&amp;quot;&amp;gt;	Void dust	&amp;lt;/span&amp;gt;'''''	(	4,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Infused with the essence of destruction, a pinch of void dust unmakes force effects. If sprinkled on or thrown at a force effect, it acts as a ''dispel magic'', unless the force effect is immune to ''dispel magic'', in which case it acts like ''disintegrate''. ''Void dust'' can be sprinkled on an adjacent force effect or thrown up to 10 feet. No attack roll is required. A single pinch affects only a single force effect. A found container holds three pinches.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disintegrate''	'''Cost'''	2,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Void pennant	&amp;quot;&amp;gt;	Void pennant	&amp;lt;/span&amp;gt;'''''	(	14,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long tapering pennant resembles a stylized serpentine figure wearing a shimmering crown. The figure's claws function as clasps, attaching it to a lance, polearm, frame, or staff. The pennant has no effect when not mounted properly, or when activated by a lawfully aligned creature. Planting the pennant in the ground generates an area of twisted space around the flag out to a range of 30 feet. Any creature that teleports into or out of this area is nauseated for 1 round (a DC 18 Fortitude save reduces this penalty to sickened). Any creature may end the effect by uprooting the pennant as a standard action. The pennant functions for 10 rounds per day. These rounds do not need to be consecutive.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimensional anchor''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Volatile vaporizer	&amp;quot;&amp;gt;	Volatile vaporizer	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''1st-level''' 2,200 gp; '''2nd-level''' 3,000 gp; '''3rd-level''' 3,800 gp   This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alchemical allocation''	'''Cost'''	'''1st-level''' 1,100 gp; '''2nd-level''' 1,500 gp; '''3rd-level''' 1,900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	War paint of the terrible visage	&amp;quot;&amp;gt;	War paint of the terrible visage	&amp;lt;/span&amp;gt;'''''	(	100	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by ''cause fear'' (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	50 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wasp nest of swarming	&amp;quot;&amp;gt;	Wasp nest of swarming	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This is a hand-sized replica of a wasp's nest, crafted out of paper. It is extremely fragile and comes in a snug rigid case. If the nest is placed on the floor or ground, each time a creature passes through that square there is a 50% chance that it kicks or steps on the nest, triggering it. The nest may instead be thrown (range increment 10 feet), triggering when it strikes a hard surface or a creature. When triggered, the nest creates a wasp swarm that attacks the nearest creature and follows it until it is dead, the swarm is killed, or the swarm is unable to reach the target, at which point the swarm attacks the next nearest creature. If the swarm can't find any targets, it waits in place until another creature appears. The swarm dissipates 9 minutes after being released.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''insect plague''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Waters of transfiguration	&amp;quot;&amp;gt;	Waters of transfiguration	&amp;lt;/span&amp;gt;'''''	(	12,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small lacquered box made from exotic and colorful woods contains five vials and a single dropper. The vials are labeled &amp;quot;glass,&amp;quot; &amp;quot;iron,&amp;quot; &amp;quot;paper,&amp;quot; &amp;quot;stone,&amp;quot; and &amp;quot;wood,&amp;quot; and each contains a magical fluid that permanently transforms solid objects it touches into that material. Administering the fluid requires the included dropper, is a standard action, and provokes an attack of opportunity (similar to drinking a potion, and the attacker can strike at the dropper instead of the bearer). For example, using the vial marked &amp;quot;paper&amp;quot; on a lock transforms the lock into paper, with all of the various properties of paper (hardness, hit points, flammability, and so on). If the target object has a volume of one cubic foot or less, the transformation occurs instantly. Larger objects slowly transform at a rate of 1 hour per cubic foot of material (maximum 10 cubic feet affected). Each vial contains 5 applications of that particular fluid. Magical and attended objects may resist this transformation with a successful DC 17 Fortitude save.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate''	'''Cost'''	6,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Well of many worlds	&amp;quot;&amp;gt;	Well of many worlds	&amp;lt;/span&amp;gt;'''''	(	82,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This strange, interdimensional device looks just like a ''portable hole''. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, it opens to a new plane (also randomly determined). It can be picked up, folded, or rolled, just as a ''portable hole'' can be. Objects from the world the well touches can come through the opening just as easily—it is a two-way portal.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gate''	'''Cost'''	41,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Werewhistle	&amp;quot;&amp;gt;	Werewhistle	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycanthrope within 30 feet to make a DC 17 Will save or be forced back into its humanoid form for the next 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''baleful polymorph''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wind fan	&amp;quot;&amp;gt;	Wind fan	&amp;lt;/span&amp;gt;'''''	(	5,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''wind fan'' appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to duplicate a ''gust of wind'' spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gust of wind''	'''Cost'''	2,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wind-caller compass	&amp;quot;&amp;gt;	Wind-caller compass	&amp;lt;/span&amp;gt;'''''	(	4,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind four times per day as if using ''alter winds''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter winds''	'''Cost'''	2,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Word bottle	&amp;quot;&amp;gt;	Word bottle	&amp;lt;/span&amp;gt;'''''	(	1,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. As a full-round action, a spellcaster can cast a targeted language-dependent spell of 3rd level or lower into the flask as a full round action, which covers the parchment with magical writing and charges the flask with power. The flask cannot be used with spells that have a casting time longer than 1 full round. Any of the spell's variables that are determined by its caster (such as commands given to the spell's target) are decided when the spell is cast into the bottle. The charged flask can be thrown as a splash weapon with a range increment of 10 feet. The flask shatters and is destroyed upon impact, releasing the stored spell. A creature struck by the flask is subject to the effects of spell contained within, just as if it had been the target of the spell. Creatures within 5 feet of the flask when it breaks hear whispery echoes of the spell's words and are also subject to its effects, though they receive a +5 bonus on their saves to resist the spell. If the spell does not ordinarily allow a save, creatures caught in the splash radius may still make a Will save to negate it (with the +5 bonus).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''imbue with spell ability''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Slotless]]&lt;br /&gt;
[[Category:Magic Items|Slotless]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Slotless&amp;diff=31350</id>
		<title>Slotless</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Slotless&amp;diff=31350"/>
		<updated>2019-04-01T18:13:11Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WondrousTableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&amp;lt;span id=&amp;quot;slotless_table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; '''Slotless'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Slotless'''&lt;br /&gt;
| '''Market Price'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Universal solvent|Universal solvent]]||50&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (anchor)]]||50&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun torch|Ioun torch]]||75&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stubborn nail|Stubborn nail]]||100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#War paint of the terrible visage|War paint of the terrible visage]]||100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of love|Elixir of love]]||150&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Unguent of timelessness|Unguent of timelessness]]||150&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Soul soap|Soup soap]]||200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (fan)]]||200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of tracelessness|Dust of tracelessness]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of hiding|Elixir of hiding]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of swimming|Elixir of swimming]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of tumbling|Elixir of tumbling]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of vision|Elixir of vision]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Nightdrops|Nightdrops]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Oil of silence|Oil of silence]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Silversheen|Silversheen]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Traveler's any-tool|Traveler's any-tool]]||250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottle of messages|Bottle of messages]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Origami swarm|Origami swarm]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (bird)]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Alluring golden apple|Alluring golden apple]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Key of lock jamming|Key of lock jamming]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (tree)]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (swan boat)]]||450&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Animated portrait|Animated portrait]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottled misfortune|Bottled misfortune]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of truth|Elixir of truth]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Feather token|Feather token (whip)]]||500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Seer's tea|Seer's tea]]||550&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Abjurant salt|Abjurant salt]]||600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Arrow magnet|Arrow magnet]]||600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of darkness|Dust of darkness]]||600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Campfire bead|Campfire bead]]||720&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Archon's torch|Archon's torch]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron rope|Iron rope]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Snapleaf|Snapleaf]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of extended summoning|Book of exended summoning (lesser)]]||750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottled yeti fur|Bottled of yeti fur]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Defoliant polish|Defoliant polish]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of emulation|Dust of emulation]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Steadfast gut-stone|Steadfast gut-stone]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of dryness|Dust of dryness]]||850&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bead of newt prevention|Bead of newt prevention]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Beast-bond brand|Beast-bond brand]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Concealing pocket|Concealing pocket]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dowsing syrup|Dowsing syrup]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Incense of transcendence|Incense of transcendence]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Muleback Cords|Muleback Cords]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pyxes of redirected focus|Pyxes of redirected focus]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Salve of slipperiness|Salve of slipperiness]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Wasp nest of swarming|Wasp nest of swarming]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (1st)]]||1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of fire breath|Elixir of fire breath]]||1100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Grave salt|Grave salt]]||1100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of the sewers|Pipes of the sewers]]||1150&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of illusion|Dust of illusion]]||1200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Goblin skull bomb|Goblin skull bomb]]||1200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elixir of dragon breath|Elixir of dragon breath]]||1400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bookmark of deception|Book of deception]]||1500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Word bottle|Word bottle]]||1500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of acid consumption|Dust of acid consumption]]||1600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of appearance|Dust of appearance]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Efficient quiver|Efficient quiver]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of sounding|Pipes of sounding]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Agile alpenstock|Agile alpenstock]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Clamor box|Clamor box]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Handy haversack|Handy haversack]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of fog|Horn of fog]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron spike of passage|Iron spike of passage]]||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Goblin fire drum|Goblin fire drum (normal)]]||2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Knight's pennon|Knight's pennon (honor)]]||2,200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Volatile vaporizer|Volatile vaporizer (1st)]]||2,200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Elemental gem|Elemental gem]]||2250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Flying ointment|Flying ointment]]||2250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Sovereign glue|Sovereign glue]]||2400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Candle of truth|Candle of truth]]||2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Hexing doll|Hexing doll]]||2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type I)]]||2,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of alarm|Stone of alarm]]||2700&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of extended summoning|Book of exended summoning (standard)]]||2,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bead of force|Bead of force]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of brewing|Cauldron of brewing]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chime of opening|Chime of opening]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Philter of love|Philter of love]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Rope of climbing|Rope of climbing]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Volatile vaporizer|Volatile vaporizer (2nd)]]||3,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Shroud of disintegration|Shroud of disintegration]]||3300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of tricks|Bag of tricks (gray)]]||3,400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of disappearance|Dust of disappearance]]||3500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dust of weighty burdens|Dust of weight burdens]]||3600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Noble's vigilant pillbox|Noble's vigilant pillbox]]||3600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (silver raven)]]||3,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Volatile vaporizer|Volatile vaporizer (3rd)]]||3,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cautionary creance|Cautionary creance]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Escape ladder|Escape ladder]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Far-reaching sight|Far-reaching sight]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Marvelous pigments|Marvelous pigments]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Restorative ointment|Restorative ointment]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone salve|Stone salve]]||4000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (clear)]]||4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (2nd)]]||4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Wind-caller compass|Wind-caller compass]]||4400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Void dust|Void dust]]||4500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Goblin fire drum|Goblin fire drum (greater)]]||4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Knight's pennon|Knight's pennon (battle)]]||4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Knight's pennon|Knight's pennon (parley)]]||4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Incense of meditation|Incense of meditation]]||4900&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of the huntmaster|Horn of the huntmaster]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Insistant doorknocker|Insistant doorknocker]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mallet of building|Mallet of building]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Polymorphic pouch|Polymorphic pouch]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Scabbard of stanching|Scabbard of stanching]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#School of eyes|School of eyes]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Sheath of bladestealth|Sheath of bladestealth]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of alliance|Stone of alliance]]||5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type II)]]||5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (dusty rose)]]||5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Eversmoking bottle|Eversmoking bottle]]||5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Sustaining spoon|Sustaining spoon]]||5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Wind fan|Wind fan]]||5500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Coin of the untrodden road|Coin of the untrodden road]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of battle clarity|Horn of battle clarity]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Martyr's tear|Martyr's tears]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of haunting|Pipes of haunting]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Rope of knots|Rope of knots]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Singing bell of striking|Singing beel of striking]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone familiar|Stone familiar]]||6000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of extended summoning|Book of exended summoning (greater)]]||6,126&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Dragonbane divination sticks|Dragonbane divination sticks]]||6400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of goodness/evil|Horn of goodness/evil]]||6500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cape of bravado|Cape of bravado]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Instant bridge|Instant bridge]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mirror of guarded reflections|Mirror of guarded reflections]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Folding boat|Folding boat]]||7200&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bottle of air|Bottle of air]]||7250&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type III)]]||7,400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Balm of impish grace|Balm of impish grace]]||7500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Candle of clean air|Candle of clean air]]||7500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Harp of charming|Harp of charming]]||7500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chalice of poison weeping|Chalice of poison weeping]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Exorcist's aspergillum|Exorcist's aspergillum]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Harp of shattering|Harp of shattering]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Insignia of valor|Insignia of valor]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Needles of flesh graving|Needles of flesh graving]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Restless lockpicks|Restless lockpics]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Werewhistle|Werewhistle]]||8000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (flesh)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (deep red)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (incandescent blue)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pale blue)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pink)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pink and green)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (scarlet and blue)]]||8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Deck of illusions|Deck of illusions]]||8100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Candle of invocation|Candle of invocation]]||8400&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of tricks|Bag of tricks (rust)]]||8,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Decanter of endless water|Decanter of endless water]]||9000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Loathsome mirror|Loathsome mirror]]||9000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (3rd)]]||9,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (serpentine owl)]]||9,100&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Strand of prayer beads|Strand of prayer beads (lesser)]]||9,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Boundary chalk|Boundary chalk]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chime of resounding silence|Chime of resounding silence]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Construct channel brick|Construct channel brick]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Doomharp|Doomharp]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drum of advance and retreat|Drum of advance and retreat]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Embalming thread|Embalming thread]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Eye of the void|Eye of the voice]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Hourglass of last chances|Hourglass of last chances]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ki mat|Ki mat]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Malleable symbol|Malleable symbol]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ornament of healing light|Ornament of healing light]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Prayer wheel of ethical strength|Prayer wheel of ethical strength]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Treasurer's seal|Treasurer's seal]]||10000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of holding|Bag of Holding (type IV)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (bronze griffon)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (ebony fly)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (dark blue)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (swiftness)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone horse|Stone horse (courser)]]||10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Black soul shard|Black soul shard]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horseman's saddle|Horseman's saddle]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of dissolution|Pipes of dissolution]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pipes of pain|Pipes of pain]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Seeker's sight|Seeker's sight]]||12000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (clay)]]||12,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Blessed book|Blessed book]]||12500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Waters of transfiguration|Waters of transfiguration]]||12500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Gem of brightness|Gem of brightness]]||13000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Harp of contagion|Harp of contagion]]||13000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lyre of building|Lyre of building]]||13000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Void pennant|Void pennant]]||14000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone horse|Stone horse (destrier)]]||14,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Book of the loremaster|Book of the loremaster]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of plenty|Cauldron of plenty]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of judgement|Horn of judgement]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of the tritons|Horn of the tritons]]||15000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of the sirines|Pearl of the sirines]]||15300&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (onyx dog)]]||15,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Scabbard of keen edges|Scabbard of keen edges]]||16000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bag of tricks|Bag of tricks (tan)]]||16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (4th)]]||16,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (golden lions)]]||16,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chime of interruption|Chime of interruption]]||16800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Broom of flying|Broom of flying]]||17000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (marble elephant)]]||17,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of foul abaddon|Orb of foul abaddon]]||18000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (iridescent)]]||18,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of antagonism|Horn of antagonism]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of blasting|Horn of blasing]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Master's perfect golden bell|Master's perfect golden ball]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Portable hole|Portable hole]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of good luck (luckstone)|Stone of good luck]]||20000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Carpet of flying|Carpet of flying (5x5)]]||20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pale lavender)]]||20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pearly white)]]||20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Rope of entanglement|Rope of entanglement]]||21000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (ivory goats)]]||21,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of golden heaven|Orb of golden heaven]]||22000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (stone)]]||22,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mattock of the titans|Mattock of the titans]]||23348&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drinking horn of bottomless vigor|Drinking horn of bottomless valor]]||24000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Chaos emerald|Chaos emerald]]||25000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (5th)]]||25,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Maul of the titans|Maul of the titans]]||25305&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron bands of binding|Iron bands of binding]]||26000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cube of frost resistance|Cube of frost resistance]]||27000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +1]]||27,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Figurines of wondrous power|Figurine of wondrous power (obsidian steed)]]||28,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of the dead|Cauldron of the dead]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drums of panic|Drums of panic]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lantern of revealing|Lantern of revealing]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Racing broom of flying|Racing broom of flying]]||30000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (orange)]]||30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (pale green)]]||30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of resurrection|Cauldron of resurrection]]||33000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Carpet of flying|Carpet of flying (5x10)]]||35,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (iron)]]||35,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of utter chaos|Orb of utter chaos]]||36000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (vibrant purple)]]||36,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (6th)]]||36,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of flying|Cauldron of flying]]||40000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Enmity fetish|Enmity fetish]]||40000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ring gates|Ring gates]]||40000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Ioun stone|Ioun stone (lavender and green)]]||40,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cauldron of seeing|Cauldron of seeing]]||42000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball]]||42,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Golem manual|Golem manual (stone guardian)]]||44,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Drums of haste|Drums of haste]]||45000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Strand of prayer beads|Strand of prayer beads (standard)]]||45,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of storms|Orb of storms]]||48000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (7th)]]||49,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of valhalla|Horn of valhalla]]||50000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''see invisibility'']]||50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''detect thoughts'']]||51,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Last leaves of autumn dryad|Last leaves of autumn dryad]]||52000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Instant fortress|Instant fortress]]||55000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +1]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +2]]||55,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (terror)]]||56,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Darkskull|Darkskull]]||60000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Orb of pure law|Orb of pure law]]||60000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Carpet of flying|Carpet of flying (10x10)]]||60,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cube of force|Cube of force]]||62000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (8th)]]||64,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Horn of blasting, greater|Horn of blasting, greater]]||70000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''telepathy'']]||70,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (two spells)]]||70,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Gem of seeing|Gem of seeing]]||75000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (victory)]]||75,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Crystal ball|Crystal ball with ''true seeing'']]||80,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Pearl of power|Pearl of power (9th)]]||81,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Well of many worlds|Well of many worlds]]||82000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +2]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +3]]||82,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Apparatus of the crab|Apparatus of the crab]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Bowl of conjuring water elementals|Bowl of conjuring water elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Brazier of conjuring fire elementals|Brazier of conjuring fire elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Censer of conjuring air elementals|Censor of conjuring air elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Stone of conjuring earth elementals|Stone of conjuring earth elementals]]||90000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Strand of prayer beads|Strand of prayer beads (greater)]]||95,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Lord's banner|Lord's banner (crusades)]]||100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +4]]||110,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of bodily health|Manual of bodily health +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of gainful exercise|Manual of gainful exercise +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Manual of quickness of action|Manual of quickness of action +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of clear thought|Tome of clear thought +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of leadership and influence|Tome of leadership and influence +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Tome of understanding|Tome of understanding +5]]||137,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Efreeti bottle|Efreeti bottle]]||145000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Cubic gate|Cubic gate]]||164000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Iron flask|Iron flask]]||170000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mirror of mental prowess|Mirror of mental prowess]]||175000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slotless#Mirror of life trapping|Mirror of life trapping]]||200000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;slotless_desc&amp;quot;&amp;gt;&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Abjurant salt	&amp;quot;&amp;gt;	Abjurant salt	&amp;lt;/span&amp;gt;''''' 	(	600	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil conjurers. As a full-round action that provokes attacks of opportunity, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic circle against evil'', ''permanency''	'''Cost'''	300 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Agile alpenstock	&amp;quot;&amp;gt;	Agile alpenstock	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This gnarled wooden walking stick aids a creature's travel, granting a +5 foot enhancement bonus to speed and a +2 enhancement bonus to CMD against trip attempts and on saving throws to avoid being tripped. These bonuses apply as long as the ''agile alpenstock'' is held in hand. It can be wielded in combat as a quarterstaff.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''longstrider''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Alluring golden apple	&amp;quot;&amp;gt;	Alluring golden apple	&amp;lt;/span&amp;gt;'''''	(	400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This enchanted apple appears to be made of solid gold. When dropped or thrown, it draws the attention of the nearest hostile creature within 20 feet. The creature must make a DC 13 Will save or be paralyzed as if by ''hold person'' as it focuses its undivided attention on the golden apple. If the creature makes its save on a later round, it realizes it has been affected by magic and the apple is not actually gold. While focusing on the apple, the target takes a –2 penalty on Perception checks. The apple is consumed upon being dropped or thrown.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beguiling gift'', ''hold person''	'''Cost'''	200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Animated portrait	&amp;quot;&amp;gt;	Animated portrait	&amp;lt;/span&amp;gt;'''''	(	500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 4-foot-by-6-foot framed painting is a detailed portrait of a particular intelligent creature, animated to show movement or action within the painted scene. The image reacts when questioned, with the creature turning to face the viewer and responding appropriately. The image is a magical effect with no actual intelligence, but is programmed with up to ten 25-word verbal responses and can respond to questions if these responses seem appropriate. For example, if one of the programmed responses is the name of the person shown in the portrait, it can answer questions such as &amp;quot;who are you?&amp;quot; and &amp;quot;what is your name?&amp;quot; If the item crafter is familiar with or has the cooperation of the creature depicted in the painting, the illusory image has the voice and mannerisms of that creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic mouth'', ''major image''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Apparatus of the crab	&amp;quot;&amp;gt;	Apparatus of the crab	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation and transmutation	;	'''CL'''	19th	;	'''Weight'''	100 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;An apparatus of the crab is a metallic magical vehicle. When unoccupied, it appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Lever (1d10)||Lever Function&lt;br /&gt;
|-&lt;br /&gt;
| 1||Extend/retract legs and tail&lt;br /&gt;
|-&lt;br /&gt;
| 2||Uncover/cover forward porthole&lt;br /&gt;
|-&lt;br /&gt;
| 3||Uncover/cover side portholes&lt;br /&gt;
|-&lt;br /&gt;
| 4||Extend/retract pincers and feelers&lt;br /&gt;
|-&lt;br /&gt;
| 5||Snap pincers&lt;br /&gt;
|-&lt;br /&gt;
| 6||Move forward/backward&lt;br /&gt;
|-&lt;br /&gt;
| 7||Turn left/right&lt;br /&gt;
|-&lt;br /&gt;
| 8||Open/close &amp;quot;&amp;quot;eyes&amp;quot;&amp;quot; with continual flame inside&lt;br /&gt;
|-&lt;br /&gt;
| 9||Rise/sink in water&lt;br /&gt;
|-&lt;br /&gt;
| 10||Open/close hatch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant).&lt;br /&gt;
&lt;br /&gt;
When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Speed 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Melee 2 pincers +12 (2d8); CMB +14; CMD 24.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', ''continual flame'', creator must have 8 ranks in Knowledge (engineering)	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Archon's torch	&amp;quot;&amp;gt;	Archon's torch	&amp;lt;/span&amp;gt;'''''	(	750	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This torch is made of pale yellow wood and inscribed with holy runes. When lit, it burns as a regular torch, but only lasts for 5 minutes. When held by a lawful good creature, it functions as an ''archon's aura'' spell. The magical aura ends if a lawful good creature isn't holding it, and resumes automatically if a lawful good creature holds it again.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''archon's aura''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Arrow magnet	&amp;quot;&amp;gt;	Arrow magnet	&amp;lt;/span&amp;gt;'''''	(	600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the ''arrow magnet'' is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''protection with arrows''	'''Cost'''	300 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bag of holding	&amp;quot;&amp;gt;	Bag of holding	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	15+ lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Bag||Bag Weight||Contents Limit||Contents Volume Limit||Price&lt;br /&gt;
|-&lt;br /&gt;
| Type I||15 lbs.||250 lbs.||30 cubic ft.||2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type II||25 lbs.||500 lbs.||70 cubic ft.||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type III||35 lbs.||1,000 lbs.||150 cubic ft.||7,400 gp&lt;br /&gt;
|-&lt;br /&gt;
| Type IV||60 lbs.||1,500 lbs.||250 cubic ft.||10,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.&lt;br /&gt;
&lt;br /&gt;
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret chest''	'''Cost'''	'''Type I''' 1,250 gp; '''Type II''' 2,500 gp; '''Type III''' 3,700 gp; '''Type IV''' 5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bag of tricks	&amp;quot;&amp;gt;	Bag of tricks	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| %||Gray Bag||%||Rust Bag||%||Tan Bag&lt;br /&gt;
|-&lt;br /&gt;
| 01–30||Bat||01–30||Wolverine||01–30||Grizzly bear&lt;br /&gt;
|-&lt;br /&gt;
| 31–60||Rat||31–60||Wolf||31–60||Lion&lt;br /&gt;
|-&lt;br /&gt;
| 61–75||Cat||61–85||Boar||61–80||Heavy horse&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Weasel||86–100||Leopard||81–90||Tiger&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Riding dog||||91–100||Rhinoceros&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider.&lt;br /&gt;
&lt;br /&gt;
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Gray Bag&lt;br /&gt;
|-&lt;br /&gt;
| d% Animal||Rust Bag&lt;br /&gt;
|-&lt;br /&gt;
| d% Animal||Tan Bag&lt;br /&gt;
|-&lt;br /&gt;
| d% Animal&lt;br /&gt;
|-&lt;br /&gt;
| 01–30||Bat||01–30||Wolverine||01–30||Grizzly bear&lt;br /&gt;
|-&lt;br /&gt;
| 31–60||Rat||31–60||Wolf||31–60||Lion&lt;br /&gt;
|-&lt;br /&gt;
| 61–75||Cat||61–85||Boar||61–80||Heavy horse&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Weasel||86–100||Leopard||81–90||Tiger&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Riding dog||||91–100||Rhinoceros&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider.&lt;br /&gt;
&lt;br /&gt;
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon nature's ally IV'' (gray), ''summon nature's ally III'' (rust), or ''summon nature's ally V'' (tan)	'''Cost'''	'''Gray''' 1,700 gp; '''Rust''' 4,250 gp; '''Tan''' 8,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Balm of impish grace	&amp;quot;&amp;gt;	Balm of impish grace	&amp;lt;/span&amp;gt;'''''	(	7,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When rubbed vigorously into the skin, this potent red liniment enhances a Tiny or smaller creature's ability to make full use of its size and mobility. Applying a dose of liniment is a standard action that provokes an attack of opportunity (similar to applying an oil). A creature under the effects of the liniment no longer provokes attacks of opportunity for moving through threatened squares or for entering a larger creature's square. The balm lasts for 5 minutes before its effects wear off. A newly created bottle of balm holds 5 doses.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''grace''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bead of force	&amp;quot;&amp;gt;	Bead of force	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small black sphere appears to be a lusterless pearl. A ''bead of force'' can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius. Once thrown, a ''bead of force'' functions like a ''resilient sphere'' spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses the targeted creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a ''rod of cancellation'', a ''rod of negation'', ''disintegrate'', or a targeted ''dispel magic'' spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resilient sphere''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bead of newt prevention	&amp;quot;&amp;gt;	Bead of newt prevention	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as ''baleful polymorph'', the bead is destroyed and the effect does not affect the bearer.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dispel magic''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Beast-bond brand	&amp;quot;&amp;gt;	Beast-bond brand	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the ''beast-bond brand'' for each spell level of the spell cast. A newly applied ''beast-bond brand'' has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply). A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Reach Spell, creator must have an animal companion or familiar	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Black soul shard	&amp;quot;&amp;gt;	Black soul shard	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dark gem attunes itself to the soul of its bearer. When carried close to the body of a creature continuously for 1 week, the gem harmlessly absorbs a portion of that creature's life essence. If separated from its bearer for at least 1 day, the gem loses this attunement. If the bearer gains one or more negative levels, the ''black soul shard'' absorbs one of these negative levels into itself, negating the effect. The ''black soul shard'' can only absorb a negative level if carried by the person it is attuned to. If an attuned ''black soul shard'' is used as an additional focus component for raising the attuned creature from the dead, the negative level cost of being raised is one less than normal (minimum 1), but only if the spell is cast within 24 hours of the creature's death. Absorbing a negative level (whether from an attack or raising the attuned creature from the dead) destroys the portion of the soul within a ''black soul shard''. This does not harm the creature, but requires re-attuning the gem for another week for it to function again. A creature can only have one ''black soul shard'' attuned to it at a time.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''death ward'', ''restoration''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Blessed book	&amp;quot;&amp;gt;	Blessed book	&amp;lt;/span&amp;gt;'''''	(	12,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a ''blessed book'' with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret page''	'''Cost'''	6,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Book of extended summoning	&amp;quot;&amp;gt;	Book of extended summoning	&amp;lt;/span&amp;gt;'''''	(	'''Lesser''' 750; '''Normal''' 2,750; '''Greater''' 6,126	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a ''metamagic'' rod for the purpose of combining multiple metamagic effects on a spell. A normal ''book of extended summoning'' can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Extend Spell, ''summon monster I''	'''Cost'''	'''Lesser''' 375 gp; '''Normal''' 1,375 gp; '''Greater''' 3,063 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Book of the loremaster	&amp;quot;&amp;gt;	Book of the loremaster	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bookmark of deception	&amp;quot;&amp;gt;	Bookmark of deception	&amp;lt;/span&amp;gt;'''''	(	1,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with ''nondetection''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''nondetection'', ''secret page''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottle of air	&amp;quot;&amp;gt;	Bottle of air	&amp;lt;/span&amp;gt;'''''	(	7,250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''water breathing''	'''Cost'''	3,625 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottle of messages	&amp;quot;&amp;gt;	Bottle of messages	&amp;lt;/span&amp;gt;'''''	(	300	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic mouth''	'''Cost'''	150 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottled misfortune	&amp;quot;&amp;gt;	Bottled misfortune	&amp;lt;/span&amp;gt;'''''	(	500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This leather bottle is filled to the brim with frothy green liquid. As a full-round action, a witch can target the bottle with any hex (but not a greater or grand hex) she knows that targets a single creature, transferring its effects to the brew within, which congeals into a sticky syrup. Any creature can use this syrup as a dose of injury poison (including the 5% chance to affect the user if she does not possess the poison use class feature). Any creature struck by a weapon coated in this syrup must save against the hex (DC 15) or be affected as if the witch had targeted them with the hex directly. The syrup counts as a poison and is a magical effect. If the hex cannot affect a target more than once every 24 hours, subsequent doses of the syrup are similarly ineffective against that target. Once imbued with the power of a hex, the syrup lasts for 24 hours before reverting into useless, harmless liquid.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Brew Potion, Craft Wondrous Item, creator must be a witch with the poison sleep hex	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bottled yeti fur	&amp;quot;&amp;gt;	Bottled yeti fur	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''barkskin'', ''resist energy''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Boundary chalk	&amp;quot;&amp;gt;	Boundary chalk	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a ''wall of force'' that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of ''boundary chalk'' can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wall of force''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Bowl of conjuring water elementals	&amp;quot;&amp;gt;	Bowl of conjuring water elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This large container is usually fashioned from silver with a rippled pattern. It is about 1 foot in diameter and half that deep. The bowl must be filled with fresh or salt water to function. On command as a full-round action, the bearer may summon a water elemental. If the bowl is filled with salt water, it conjures a Huge water elemental as if using ''summon monster VI''. If filled with fresh water, it conjures a Large water elemental as if using ''summon monster V''. Conjuring an elemental empties the bowl. The bowl cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VI''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Brazier of conjuring fire elementals	&amp;quot;&amp;gt;	Brazier of conjuring fire elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This device appears to be a normal container for holding burning coals. The brazier must be filled with coals or wood and a fire lit within it to function. On command as a full-round action, the bearer may summon a fire elemental. If 1 pound of brimstone (sulfur) is burning in the brazier, it conjures a Huge fire elemental as if using ''summon monster VI''. Otherwise, the brazier conjures a Large fire elemental as if using ''summon monster V''. Conjuring an elemental extinguishes the fire in the brazier. The brazier cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VI''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Broom of flying	&amp;quot;&amp;gt;	Broom of flying	&amp;lt;/span&amp;gt;'''''	(	17,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This broom is able to fly through the air as if affected by an ''overland flight'' spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 900 feet when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight'', ''permanency''	'''Cost'''	8,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Campfire bead	&amp;quot;&amp;gt;	Campfire bead	&amp;lt;/span&amp;gt;''''' 	(	720	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''produce flame''	'''Cost'''	360 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Candle of clean air	&amp;quot;&amp;gt;	Candle of clean air	&amp;lt;/span&amp;gt;''''' 	(	7,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This clean-smelling white candle is inscribed with glyphs portraying various sweet smelling flowers. When lit, the candle repels smoke, mist, cloud, and other gas effects in a 5-foot radius. These effects do not penetrate the area around the candle if they are of spell level 3 or lower. Against more powerful cloud effects (including effects not based on spells, such as dragon breath or a gorgon's breath weapon), the candle grants creatures in the area a +4 resistance bonus on saving throws against these effects. Creatures in the area gain a +4 deflection bonus to AC against attacks from creatures with the air subtype. The candle burns for up to 5 minutes, in increments of 1 minute. Once all 5 minutes are used, the candle is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wind wall''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Candle of invocation	&amp;quot;&amp;gt;	Candle of invocation	&amp;lt;/span&amp;gt;''''' 	(	8,400	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame. A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties. In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gate'', creator must be the same alignment as candle created	'''Cost'''	4,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Candle of truth	&amp;quot;&amp;gt;	Candle of truth	&amp;lt;/span&amp;gt;'''''	(	2,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This white tallow candle, when burned, calls into place a ''zone of truth'' spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is ended and the candle ruined.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth''	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cape of bravado	&amp;quot;&amp;gt;	Cape of bravado	&amp;lt;/span&amp;gt;'''''	(	7,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	2nd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This bright red garment bestows no benefit when worn on the shoulders, but when held in one hand while draped over the arm, the cape obscures its user's movements in combat. Used this way, the cape bestows a +1 insight bonus to AC and a +5 competence bonus on Bluff checks to feint in combat. Readying the cape in combat is a move action; if the wielder has a base attack bonus of +1 or higher, the wielder can ready the cape as a free action as part of movement. Once per day as an immediate action, a creature brandishing a ''cape of bravado'' may attempt to compel an opponent within 30 feet to attack him on its next turn (Will negates DC 11).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''compel hostility'', creator must have 5 ranks in the Bluff skill	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Carpet of flying	&amp;quot;&amp;gt;	Carpet of flying	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	varies	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Size||Capacity||Speed||Weight||Price&lt;br /&gt;
|-&lt;br /&gt;
| 5-ft.-by-5-ft.||200 lbs.||40 ft.||8 lbs.||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| 5-ft.-by-10-ft.||400 lbs.||40 ft.||10 lbs.||35,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| 10-ft.-by-10-ft.||800 lbs.||40 ft.||15 lbs.||60,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight''	'''Cost'''	'''5-ft.-by-5-ft.''' 10,000 gp; '''5-ft.-by-10-ft.''' 17,500 gp; '''10-ft.-by-10-ft.''' 30,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of brewing	&amp;quot;&amp;gt;	Cauldron of brewing	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''cauldron of brewing'' looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be trained in Craft (Alchemy)	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of flying	&amp;quot;&amp;gt;	Cauldron of flying	&amp;lt;/span&amp;gt;'''''	(	40,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	100 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using ''overland flight''. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight''	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of plenty	&amp;quot;&amp;gt;	Cauldron of plenty	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	12th	;	'''Weight'''	25 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes' feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''create food and water'', ''hereo's feast''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of resurrection	&amp;quot;&amp;gt;	Cauldron of resurrection	&amp;lt;/span&amp;gt;'''''	(	33,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	35 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if with a ''raise dead'' or ''resurrection'' spell. The spell effect depends on the components used: ''raise dead'' costs 5,000 gp worth of materials, while ''resurrection'' costs 10,000 gp worth of materials. The cauldron is usable once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resurrection''	'''Cost'''	16,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of seeing	&amp;quot;&amp;gt;	Cauldron of seeing	&amp;lt;/span&amp;gt;'''''	(	42,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a ''crystal ball'' for the same prices.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scrying''	'''Cost'''	21,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cauldron of the dead	&amp;quot;&amp;gt;	Cauldron of the dead	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	35 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created—up to 12 HD worth, unless the user can cast the animate dead spell, in which case that spell's limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate dead''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cautionary creance	&amp;quot;&amp;gt;	Cautionary creance	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This slim leather leash is just over 100 feet long, incredibly light, and uncannily strong, making it an excellent tool for training birds of prey and other flying predators. It grants a +4 circumstance bonus on any Handle Animal check made to train such animals. When used to bind a flying animal companion or familiar to its master, the leash allows the master to cast ''feather fall'' on the creature at will. If the master has the share touch spells class ability, once per day he can use that ability on the leashed creature, even if they are not touching. The delivered spell can be no higher than 3rd level. The creance attaches to the master's forearm; attack rolls and skill checks made with that arm take a –1 penalty.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Reach Spell, ''feather fall''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Censer of conjuring air elementals	&amp;quot;&amp;gt;	Censer of conjuring air elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 6-inch-wide, perforated metallic vessel resembles a thurible found in a place of worship. The censer must be filled with incense to function. On command as a full-round action, the bearer may summon an air elemental. If the censer is filled with incense of meditation, it conjures a greater air elemental as if using ''summon monster VII''. If filled with any other incense, it conjures a Large air elemental as if using ''summon monster V''. Conjuring an elemental consumes any normal incense in the censer, or one-fourth of a block of incense of meditation. The censer cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VII''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chalice of poison weeping	&amp;quot;&amp;gt;	Chalice of poison weeping	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This silver chalice has stylized representations of rearing unicorns serving as handles. The bearer of the chalice can expel toxins from a poisoned creature's body, causing the target to weep the poison from its eyes and allowing the bearer to collect it in the chalice. This functions as ''neutralize poison'' on the target, eliminating that poison. If the target is immune to poison or the poison has run its course, the chalice has no effect. If the poison normally has a solid or liquid form, it collects as a single dose of the poison in the cup (regardless of how many times the target was poisoned). The collected poison has all the normal effects of the original poison, except its DC is 4 lower, and can be stored in another container or used like any other poison. The chalice can be used once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate'', ''neutralize poison''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chaos emerald	&amp;quot;&amp;gt;	Chaos emerald	&amp;lt;/span&amp;gt;'''''	(	25,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	19th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This lustrous green gemstone is uncut and about the size of a human fist. The gem grants its bearer the use of the following abilities.&lt;br /&gt;
:entropic shield (1 charge)&lt;br /&gt;
:lesser confusion (1 charge)&lt;br /&gt;
:magic circle against law (1 charge)&lt;br /&gt;
:chaos hammer (2 charges)&lt;br /&gt;
A newly created chaos emerald has 1d6+2 charges. It can hold a maximum of 10 charges and automatically regains 1d3–1 charges each day.&lt;br /&gt;
&lt;br /&gt;
A non-chaotic creature who holds or carries a chaos emerald gains one negative level. This negative level persists as long as the creature holds or carries the gem and disappears when the gem is dropped. This negative level cannot be overcome in any way (including restoration spells) while held or carried.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''chaos hammer'', ''entropic shield'', ''lesser confusion'', ''magic circle against law'', creator must be chaotic	'''Cost'''	12,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chime of interruption	&amp;quot;&amp;gt;	Chime of interruption	&amp;lt;/span&amp;gt;'''''	(	16,800	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of the chime unless the caster can make a concentration check (DC 15 + the spell's level).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout''	'''Cost'''	8,400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chime of opening	&amp;quot;&amp;gt;	Chime of opening	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''chime of opening'' is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A ''chime of opening'' also automatically dispels a hold portal spell or even an ''arcane lock'' cast by a spellcaster of lower than 15th level. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can then make a caster level check against the lock or binding, using the chime's caster level in place of her own. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a ''chime of opening'' to get it open. A ''silence'' spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''knock''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Chime of resounding silence	&amp;quot;&amp;gt;	Chime of resounding silence	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This foot-long tube of gold absorbs nearby sound when struck, as if it were the target of a ''silence'' spell. This ability can be used once per day. The chime vibrates silently for the next 5 rounds, increasing in strength as time passes. On the bearer's turn each round there is a cumulative 20% chance that the chime prematurely ends the magical silence and releases the pent-up sound as a ''shout'' spell as a free action, oriented in a random direction. The bearer may spend a standard action to strike the vibrating chime again, ending its silence early and unleashing the shout in a direction of his choosing. If dropped while vibrating, the chime automatically gains the broken condition and releases the ''shout'' effect in a random direction. A broken ''chime of resounding silence'' cannot be used until it is repaired. The chime has no effect if struck in an area of silence it did not create.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout'', ''silence''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Clamor box	&amp;quot;&amp;gt;	Clamor box	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ghost sound''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Coin of the untrodden road	&amp;quot;&amp;gt;	Coin of the untrodden road	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When tossed into the air, this tarnished copper coin brings forth potential lost by life's decisions. If a human, half-elf, or half-orc flips the coin and catches it, she takes a –2 penalty to the ability score modified by her +2 racial ability score bonus, but gains a +2 inherent bonus to a random other ability score. The bonus and penalty last for 1 hour. Negating the penalty automatically negates the bonus as well. The coin can be used three times per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter self''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Concealing pocket	&amp;quot;&amp;gt;	Concealing pocket	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 4-inch-square cloth pocket has no powers unless it is sewn onto a garment (which takes 1d4 minutes). Once sewn, it changes its appearance to match the garment. Any magic item inside it cannot be magically detected, as if protected by magic aura. Hiding an item in the pocket gives the garment's wearer a +5 competence bonus on Sleight of Hand checks to conceal the item. The pocket can be removed from the garment with a DC 10 Heal check or an appropriate Craft check such as Craft (cloth) or Craft (leather); failing this roll by 5 or more gives the pocket the broken condition.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic aura''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Construct channel brick	&amp;quot;&amp;gt;	Construct channel brick	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the Artifice domain, she adds +2d6 points of damage to her artificer's touch domain power when repairing constructs and objects.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''make whole''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Crystal ball	&amp;quot;&amp;gt;	Crystal ball	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	7 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use.&lt;br /&gt;
&lt;br /&gt;
Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Ball Type||Price&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball||42,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with see invisibility||50,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with detect thoughts (Will DC 13 negates)||51,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with telepathy*||70,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball with true seeing||80,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scrying'' (plus any additional spells put into the ''crystal ball'')	'''Cost'''	'''''Crystal ball''''' 21,000 gp; '''''Crystal ball'' with ''see invsibility''''' 25,000 gp; '''''Crystal ball'' with ''detect thoughts''''' 25,500 gp; '''''Crystal ball'' with ''telepathy''''' 35,000 gp; '''''Crystal ball'' with ''true seeing''''' 40,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cube of force	&amp;quot;&amp;gt;	Cube of force	&amp;lt;/span&amp;gt;'''''	(	62,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube's faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual wall of force spells, 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges when fully charged—charges used are automatically renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the following table.&lt;br /&gt;
&lt;br /&gt;
When the cube of force is active, attacks dealing more than 30 points of damage to a wall drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube's six walls is summarized below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Cube Face||Charge Cost per Minute||Max. Speed||Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1||1||30 ft.||Keeps out gases, wind, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 2||2||20 ft.||Keeps out nonliving matter&lt;br /&gt;
|-&lt;br /&gt;
| 3||3||15 ft.||Keeps out living matter&lt;br /&gt;
|-&lt;br /&gt;
| 4||4||10 ft.||Keeps out magic&lt;br /&gt;
|-&lt;br /&gt;
| 5||6||10 ft.||Keeps out all things&lt;br /&gt;
|-&lt;br /&gt;
| 6||0||As normal||Deactivates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Attack Form||Extra Charges&lt;br /&gt;
|-&lt;br /&gt;
| Disintegrate||6&lt;br /&gt;
|-&lt;br /&gt;
| Horn of blasting||6&lt;br /&gt;
|-&lt;br /&gt;
| Passwall||3&lt;br /&gt;
|-&lt;br /&gt;
| Phase door||5&lt;br /&gt;
|-&lt;br /&gt;
| Prismatic spray||7&lt;br /&gt;
|-&lt;br /&gt;
| Wall of fire||2&lt;br /&gt;
|}&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wall of force''	'''Cost'''	31,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cube of frost resistance	&amp;quot;&amp;gt;	Cube of frost resistance	&amp;lt;/span&amp;gt;'''''	(	27,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65° F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, '' protection from energy''	'''Cost'''	13,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Cubic gate	&amp;quot;&amp;gt;	Cubic gate	&amp;lt;/span&amp;gt;'''''	(	164,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed. If a side of the ''cubic gate'' is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time. If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	82,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Darkskull	&amp;quot;&amp;gt;	Darkskull	&amp;lt;/span&amp;gt;'''''	(	60,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation [evil]	;	'''CL'''	9th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an ''unhallow'' spell had been cast with the skull as the touched point of origin. Each ''darkskull'' has a single spell effect tied to it. This spell is from the standard list given in the ''unhallow'' spell description, and it cannot be changed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''unhallow'', creator must be evil	'''Cost'''	30,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Decanter of endless water	&amp;quot;&amp;gt;	Decanter of endless water	&amp;lt;/span&amp;gt;'''''	(	9,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.&lt;br /&gt;
:&amp;quot;&amp;quot;Stream&amp;quot;&amp;quot; pours out 1 gallon per round.&lt;br /&gt;
:&amp;quot;&amp;quot;Fountain&amp;quot;&amp;quot; produces a 5-foot-long stream at 5 gallons per round.&lt;br /&gt;
:&amp;quot;&amp;quot;Geyser&amp;quot;&amp;quot; produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.&lt;br /&gt;
The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Deck of illusions	&amp;quot;&amp;gt;	Deck of illusions	&amp;lt;/span&amp;gt;'''''	(	8,100	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	6th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Playing Card||Tarot Card||Creature&lt;br /&gt;
|-&lt;br /&gt;
| Ace of hearts||IV. The Emperor||Red dragon&lt;br /&gt;
|-&lt;br /&gt;
| King of hearts||Knight of swords||Male human fighter and four guards&lt;br /&gt;
|-&lt;br /&gt;
| Queen of hearts||Queen of staves||Female human wizard&lt;br /&gt;
|-&lt;br /&gt;
| Jack of hearts||King of staves||Male human druid&lt;br /&gt;
|-&lt;br /&gt;
| Ten of hearts||VII. The Chariot||Cloud giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of hearts||Page of staves||Ettin&lt;br /&gt;
|-&lt;br /&gt;
| Eight of hearts||Ace of cups||Bugbear&lt;br /&gt;
|-&lt;br /&gt;
| Two of hearts||Five of staves||Goblin&lt;br /&gt;
|-&lt;br /&gt;
| Ace of diamonds||III. The Empress||Glabrezu (demon)&lt;br /&gt;
|-&lt;br /&gt;
| King of diamonds||Two of cups||Male elf wizard and female apprentice&lt;br /&gt;
|-&lt;br /&gt;
| Queen of diamonds||Queen of swords||Half-elf ranger&lt;br /&gt;
|-&lt;br /&gt;
| Jack of diamonds||XIV. Temperance||Harpy&lt;br /&gt;
|-&lt;br /&gt;
| Ten of diamonds||Seven of staves||Male half-orc barbarian&lt;br /&gt;
|-&lt;br /&gt;
| Nine of diamonds||Four of pentacles||Ogre mage&lt;br /&gt;
|-&lt;br /&gt;
| Eight of diamonds||Ace of pentacles||Gnoll&lt;br /&gt;
|-&lt;br /&gt;
| Two of diamonds||Six of pentacles||Kobold&lt;br /&gt;
|-&lt;br /&gt;
| Ace of spades||II. The High Priestess||Lich&lt;br /&gt;
|-&lt;br /&gt;
| King of spades||Three of staves||Three human clerics&lt;br /&gt;
|-&lt;br /&gt;
| Queen of spades||Four of cups||Medusa&lt;br /&gt;
|-&lt;br /&gt;
| Jack of spades||Knight of pentacles||Male dwarf paladin&lt;br /&gt;
|-&lt;br /&gt;
| Ten of spades||Seven of swords||Frost giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of spades||Three of swords||Troll&lt;br /&gt;
|-&lt;br /&gt;
| Eight of spades||Ace of swords||Hobgoblin&lt;br /&gt;
|-&lt;br /&gt;
| Two of spades||Five of cups||Goblin&lt;br /&gt;
|-&lt;br /&gt;
| Ace of clubs||VIII. Strength||Iron golem&lt;br /&gt;
|-&lt;br /&gt;
| King of clubs||Page of pentacles||Three halfling rogues&lt;br /&gt;
|-&lt;br /&gt;
| Queen of clubs||Ten of cups||Pixies&lt;br /&gt;
|-&lt;br /&gt;
| Jack of clubs||Nine of pentacles||Half-elf bard&lt;br /&gt;
|-&lt;br /&gt;
| Ten of clubs||Nine of staves||Hill giant&lt;br /&gt;
|-&lt;br /&gt;
| Nine of clubs||King of swords||Ogre&lt;br /&gt;
|-&lt;br /&gt;
| Eight of clubs||Ace of staves||Orc&lt;br /&gt;
|-&lt;br /&gt;
| Two of clubs||Five of cups||Kobold&lt;br /&gt;
|-&lt;br /&gt;
| Joker||Two of pentacles||Illusion of deck's owner&lt;br /&gt;
|-&lt;br /&gt;
| Joker (with trademark)||Two of staves||Illusion of deck's owner (sex reversed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A randomly generated deck is usually complete (11–100 on d%), but may be discovered with 1d20 of its cards missing (01–10). If cards are missing, reduce the price by a corresponding amount.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major image''	'''Cost'''	4,050 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Defoliant polish	&amp;quot;&amp;gt;	Defoliant polish	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by ''defoliant polish'' with a natural attack or grapple take 1 point of damage with each successful attack or each round they maintain the grapple.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''diminish plants''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Doomharp	&amp;quot;&amp;gt;	Doomharp	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	4th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dowsing syrup	&amp;quot;&amp;gt;	Dowsing syrup	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	11th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The thick liquid in this ceramic jar smells sickly sweet. To activate its powers, the user it must be unstopper the jar as a standard action while thinking deeply about a specific person or object that she has seen at least once from up to 30 feet away. When then poured onto the ground, the syrup flows at 15 feet per round following the most direct route to the creature or object visualized, provided the creature or object is on the same plane, leaving behind a sticky trail. The syrup can flow uphill or even up stairs and can pass through openings as narrow as one-sixteenth of an inch. It cannot penetrate other liquids or porous or absorbent surfaces (such as sand or sawdust).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''find the path'', ''locate creature'', ''locate object''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dragonbane divination sticks	&amp;quot;&amp;gt;	Dragonbane divination sticks	&amp;lt;/span&amp;gt;'''''	(	6,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These eight rune-engraved dragon bones may be used as a divine focus for augury. They add 5% to the chance to successfully cast ''augury'' and ''divination''. The bearer of the set gains a +3 luck bonus on one type of saving throw (Fortitude, Reflex, or Will), determined randomly each day. If a creature carries multiple sets of ''dragonbone divination sticks'', all of them provide a bonus on the same saving throw.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''augury'', ''guidance''	'''Cost'''	3,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drinking horn of bottomless vigor	&amp;quot;&amp;gt;	Drinking horn of bottomless vigor	&amp;lt;/span&amp;gt;'''''	(	24,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	10th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This horn is bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle. A fully charged horn has 3 charges—charges used are automatically renewed each day. So long as the horn has at least one charge remaining, it's owner can command it to fill with mead or a similar alcoholic drink. A creature can spend one or more charges while drinking from the horn to gain the following benefits:&lt;br /&gt;
:1 charge: The drinker gains 1d8 temporary hit points (as if from an aid spell), which last for 1 minute.&lt;br /&gt;
:2 charges: The drinker gains 1d8+5 temporary hit points and is enlarged, as the spell enlarge person, for 5 minutes.&lt;br /&gt;
:3 charges: The drinker gains 1d8+10 temporary hit points, is enlarged for 10 minutes, and gains the benefit of a heroism spell for as long as she is enlarged.&lt;br /&gt;
&lt;br /&gt;
A creature must drink deeply from the horn to receive its full benefit. Using 1 charge is similar to drinking a potion—it takes a standard action and provokes an attack of opportunity (though certain abilities can reduce the action required). To use 2 charges, the drinker must spend a full round drinking from the horn, which always provokes and attack of opportunity. To use all 3 charges, the drinker must spend 2 full-round actions drinking from the horn.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aid'', ''enlarge person'', ''heroism''	'''Cost'''	12,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drum of advance and retreat	&amp;quot;&amp;gt;	Drum of advance and retreat	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	1st	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When played, this sturdy snare drum increases the run speed of allied creatures within 120 feet as if they had the Run feat. Activating the drum is a standard action that requires a DC 20Perform (percussion) check; maintaining the playing is a free action if the player is running. If the bearer stops playing the drum, the enhanced running speed ends. The drum may be used for up to 1 hour per day. This duration does not need to be consecutive, but must be used in 10-minute increments.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''expeditious retreat''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drums of haste	&amp;quot;&amp;gt;	Drums of haste	&amp;lt;/span&amp;gt;'''''	(	45,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a ''haste'' spell on up to 5 creatures. The drums can affect up to 25 creatures per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''haste''	'''Cost'''	22,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Drums of panic	&amp;quot;&amp;gt;	Drums of panic	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). ''Drums of panic'' can be used once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fear''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of acid consumption	&amp;quot;&amp;gt;	Dust of acid consumption	&amp;lt;/span&amp;gt;'''''	(	1,600	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This brown dust is similar to ''dust of dryness'', but affects acid rather than water and absorbs less liquid. If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the dust becomes a marble sized pellet floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of acid, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6), affecting all creatures within a 30-foot radius of its point of impact. This is a splash weapon. If the dust is used against an ooze that deals acid damage with its attacks, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the ooze even if its saving throw succeeds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water'', ''disintegrate''	'''Cost'''	800 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of appearance	&amp;quot;&amp;gt;	Dust of appearance	&amp;lt;/span&amp;gt;'''''	(	1,800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of ''blur'' and ''displacement''. In this, it works just like the ''faerie fire'' spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust's effect lasts for 5 minutes. ''Dust of appearance'' is typically stored in small silk packets or hollow bone tubes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''glitterdust''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of darkness	&amp;quot;&amp;gt;	Dust of darkness	&amp;lt;/span&amp;gt;'''''	(	600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shimmering black dust causes one creature to be coated in a layer of darkness for 1 minute. In normal light, the creature gains concealment (20% miss chance). In dim light, the creature gains total concealment (50% miss chance). It has no effect in areas of bright light or darkness (though in bright light, a viewer can make a DC 20 Perception check to notice the target is slightly shadowed). Creatures with darkvision see through the dust's darkness as if it were normal darkness. The dust dispels and counters the outlining effects of ''glitterdust'', but doesn't affect the spell's blinding effects. ''Glitterdust'' dispels and counters the effects of the dust of darkness.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''darkness''	'''Cost'''	300 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of disappearance	&amp;quot;&amp;gt;	Dust of disappearance	&amp;lt;/span&amp;gt;'''''	(	3,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This dust looks like ''dust of appearance'' and is typically stored in the same manner. A creature or object touched by it becomes invisible (as ''greater invisibility''). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including ''see invisibility'' or ''invisibility purge''. ''Dust of appearance'', however, does reveal people and objects made invisible by ''dust of disappearance''. Other factors, such as sound and smell, also allow possible detection. The ''greater invisibility'' bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater invisibility''	'''Cost'''	1,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of dryness	&amp;quot;&amp;gt;	Dust of dryness	&amp;lt;/span&amp;gt;'''''	(	850	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids. If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water''	'''Cost'''	425 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of emulation	&amp;quot;&amp;gt;	Dust of emulation	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of illusion	&amp;quot;&amp;gt;	Dust of illusion	&amp;lt;/span&amp;gt;'''''	(	1,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This unremarkable powder resembles chalk dust or powdered graphite. When stared at, however, the dust changes color and form. A creature covered in ''dust of illusion'' is affected as if by a ''disguise self'' glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disguise self''	'''Cost'''	600 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of tracelessness	&amp;quot;&amp;gt;	Dust of tracelessness	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen humanoids and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''pass without trace''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Dust of weighty burdens	&amp;quot;&amp;gt;	Dust of weighty burdens	&amp;lt;/span&amp;gt;'''''	(	3,600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Also known as lodestone essence, this coarse gray powder comes in a fragile ceramic flask covered in Terran runes. A newly-crafted flask contains enough powder for 10 applications if poured out carefully, or the whole container can be thrown as a splash weapon with a range increment of 10 feet. One application of the dust sprinkled over an object increases the target's weight by 100 pounds. Multiple applications stack, and the effect remains until the object is scrubbed clean of the metallic particles (taking a full-round action per application) or it takes 5 points of electricity damage per application. A creature struck directly with a thrown flask must make a Fortitude save (DC 10 + 1 per application remaining in the flask) or gain heavy encumbrance and be unable to fly for 2d4 rounds. Targets in the splash area must save or gain medium encumbrance for 2d4 rounds. Scrubbing or electricity damage neutralizes the thrown powder as noted above.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''slow'', ''stone shape''	'''Cost'''	1,800 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Efficient quiver	&amp;quot;&amp;gt;	Efficient quiver	&amp;lt;/span&amp;gt;'''''	(	1,800	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The ''efficient quiver'' weighs the same no matter what's placed inside it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret chest''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Efreeti bottle	&amp;quot;&amp;gt;	Efreeti bottle	&amp;lt;/span&amp;gt;'''''	(	145,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	14th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. Periodically, a thin stream of bitter-smelling smoke issues from the bottle's top. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly amid a cloud of noxious smoke. There is a 10% chance (01–10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91–100) that the efreeti of the bottle grants three wishes. In either case, afterward the efreeti disappears forever, and the bottle becomes nonmagical. The other 80% of the time (11–90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. Roll each day the bottle is opened for that day's effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''planar binding''	'''Cost'''	72,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elemental gem	&amp;quot;&amp;gt;	Elemental gem	&amp;lt;/span&amp;gt;'''''	(	2,250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ''elemental gem'' comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a ''summon nature's ally'' spell. The elemental is under the control of the creature that broke the gem. The coloration of the gem varies with the type of elemental it summons. ''Air elemental gems'' are transparent, ''earth elemental gems'' are light brown, ''fire elemental gems'' are reddish orange, and ''water elemental gems'' are blue-green.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'' or ''summon nature's ally V''	'''Cost'''	1,125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of dragon breath	&amp;quot;&amp;gt;	Elixir of dragon breath	&amp;lt;/span&amp;gt;'''''	(	1,400	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This gurgling, luminescent elixir comes in several different varieties, each keyed to a particular type of metallic or chromatic dragon. A creature that drinks the elixir can, as a standard action, breathe out a single blast of energy similar to a dragon's breath weapon, dealing 7d6 points of energy damage. Creatures in the area may attempt a DC 16 Reflex save for half damage. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first. The type of energy produced and the shape of the blast are determined by the elixir's associated dragon type:&lt;br /&gt;
:Black or copper dragon: 30-foot line of acid.&lt;br /&gt;
:Blue or bronze dragon: 30-foot line of electricity.&lt;br /&gt;
:Brass dragon: 30-foot line of fire.&lt;br /&gt;
:Green dragon: 15-foot cone of acid.&lt;br /&gt;
:Gold or red dragon: 15-foot cone of fire.&lt;br /&gt;
:Silver or white dragon: 15-foot cone of cold.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dragon's breath''	'''Cost'''	700 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of fire breath	&amp;quot;&amp;gt;	Elixir of fire breath	&amp;lt;/span&amp;gt;'''''	(	1,100	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The target can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scorching ray''	'''Cost'''	550 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of hiding	&amp;quot;&amp;gt;	Elixir of hiding	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of love	&amp;quot;&amp;gt;	Elixir of love	&amp;lt;/span&amp;gt;'''''	(	150	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as ''charm person''—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm person''	'''Cost'''	75 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of swimming	&amp;quot;&amp;gt;	Elixir of swimming	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	2nd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must have 5 ranks in the Swim skill	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of truth	&amp;quot;&amp;gt;	Elixir of truth	&amp;lt;/span&amp;gt;'''''	(	500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elixir forces the drinker to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''zone of truth''	'''Cost'''	250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of tumbling	&amp;quot;&amp;gt;	Elixir of tumbling	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cat's grace''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Elixir of vision	&amp;quot;&amp;gt;	Elixir of vision	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	2nd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true seeing''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Embalming thread	&amp;quot;&amp;gt;	Embalming thread	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This coarse, acrid-smelling thread is more akin to wire than fabric. When carefully sewn into the body of a flesh golem or zombie (requiring 1 hour per Hit Die of the creature and a successful DC 20 Heal or Spellcraft check), the stitches change the creature's damage reduction to DR 5/adamantine and slashing. Variant zombies lacking damage reduction (such as fast zombies) instead gain DR 5/slashing. One length of stitching is required for every Hit Die of the creature being enhanced. Using an insufficient number of lengths has no effect. A full thimble of ''embalming thread'' contains 20 lengths. If the skill check to use the stitches fails, they are not wasted, but must first be cleaned and unknotted, requiring 1 hour per stitch. Once used successfully, the stitches cannot be reused.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gentle repose'', ''stoneskin''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Enmity fetish	&amp;quot;&amp;gt;	Enmity fetish	&amp;lt;/span&amp;gt;'''''	(	40,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small talisman is comprised of teeth, fingers, ears, or other grotesque trophies taken from the freshly dead. Each talisman is imbued with an intense animosity toward a particular type of creature, chosen from the ranger favored enemy list when the fetish is created. Once per day, the talisman can impart this animosity to a ranger (or other character with the favored enemy class feature), replacing one of his favored enemies with the fetish's designated creature type. This lasts 24 hours. To activate the fetish, the ranger must spend 10 minutes quietly holding it; he then may select one of his favored enemies to replace with the item's favored enemy. For example, a ranger with a +6 favored enemy bonus against orcs may use a dragon-hating fetish, gaining a +6 favored enemy bonus against dragons and losing the bonus against orcs for 24 hours. Alternatively, once per day, the bearer can activate the fetish as a swift action, but its effects only last 10 minutes and the bearer only gains half his favored enemy bonus (for example, the ranger would lose his orc bonus and only gain a +3 favored enemy bonus against dragons for 10 minutes).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''instant enemy'', creator must have the favored enemy class feature	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Escape ladder	&amp;quot;&amp;gt;	Escape ladder	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This 10-foot long rope ladder unrolls itself on command, extending upward into the air and magically holding itself in place. The ends of each rope have small loops for tying to another rope, a grappling hook, a piton, or similar fixtures. A second command word makes the ladder roll itself again, pulling itself toward whichever end the speaker is touching. Climbing the ladder is a DC 0Climb check. The ladder can hold up to 300 pounds if holding itself in the air, or 600 pounds if attached to a sturdy surface. A third command word creates an extradimensional space at the top of the ladder that is identical to ''rope trick'', except it only holds up to one Medium creature and has a very short duration. When a creature enters the extradimensional space, at the end of the creature's turn the space collapses and the creature is transported as though by ''dimension door'' 1d6 × 100 feet away in a random direction to a safe, ground-level location. The ladder remains behind and falls to the ground when this power is used. The third command word may be used once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope'', ''dimension door'', ''rope trick''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eversmoking bottle	&amp;quot;&amp;gt;	Eversmoking bottle	&amp;lt;/span&amp;gt;'''''	(	5,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal urn is identical in appearance to an ''efreeti bottle'', except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the ''eversmoking bottle'' is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''pyrotechnics''	'''Cost'''	2,700 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Exorcist's aspergillum	&amp;quot;&amp;gt;	Exorcist's aspergillum	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This short aspergillum is made of silver. An inquisitor who carries it may use ''detect undead'' as if it were one of the spells associated with her detect alignment ability. Once per day, the item can alter an inquisitor's judgment ability; by spending one use of her judgment ability, she can allow her spells of 3rd level and lower to have full effect against incorporeal creatures, as though using the Ectoplasmic Spell feat. This lasts until the combat ends.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Ectoplasmic Spell, ''detect undead'', creator must be an inquisitor	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Eye of the void	&amp;quot;&amp;gt;	Eye of the void	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The ''eye of the void'' normally appears to be a small black glass or crystal ball 3 to 4 inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars. Once per day, the bearer may hold the eye and speak one of two command words to open the eye. The first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15-foot sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fear''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Far-reaching sight	&amp;quot;&amp;gt;	Far-reaching sight	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true strike''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Feather token	&amp;quot;&amp;gt;	Feather token	&amp;lt;/span&amp;gt;'''''	(	'''Anchor''' 50; '''Bird''' 300; '''Fan''' 200; '''Swan boat''' 450; '''Tree''' 400; '''Whip''' 500	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance.&lt;br /&gt;
&lt;br /&gt;
:''Anchor:'' A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.&lt;br /&gt;
:''Bird:'' A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.&lt;br /&gt;
:''Fan:'' A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.&lt;br /&gt;
:''Swan Boat:'' A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.&lt;br /&gt;
:''Tree:'' A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.&lt;br /&gt;
:''Whip:'' A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major creation''	'''Cost'''	'''Anchor''' 25 gp; '''Bird''' 150 gp; '''Fan''' 100 gp; '''Swan boat''' 225 gp; '''Tree''' 200 gp; '''Whip''' 250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Figurines of wondrous power	&amp;quot;&amp;gt;	Figurines of wondrous power	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	varies	;	'''CL'''	varies	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.&lt;br /&gt;
&lt;br /&gt;
If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.&lt;br /&gt;
&lt;br /&gt;
Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
&lt;br /&gt;
:''Ebony Fly:'' When animated, an ebony fly is the size of a pony and has all the statistics of a pegasus but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Golden Lions:'' These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Ivory goats:'' These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:&lt;br /&gt;
::The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of 1 day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than 1 day before it can again be used.&lt;br /&gt;
::The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.&lt;br /&gt;
::The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount with the statistics of a light horse. However, its rider can employ the goat's horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every 2 weeks for up to 3 hours per use. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Marble Elephant:'' This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine's owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Obsidian Steed:'' This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy horse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means. Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane shift.&lt;br /&gt;
:''Onyx Dog:'' When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. It has the scent ability and adds +4 on its Perception checks. It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Serpentine Owl:'' This figurine becomes either a normal-sized horned owl or a giant owl (use the stats for the giant eagle) according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.&lt;br /&gt;
:''Silver Raven:'' This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous. Moderate enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger, animate objects.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', additional spells (see text)	'''Cost'''	'''Bronze griffon''' 5,000 gp; '''Ebony fly''' 5,000 gp; '''Golden lions''' 8,250 gp; '''Ivory goats''' 10,500 gp; '''Marble elephant''' 8,500 gp; '''Obsidian steed''' 14,250 gp; '''Onyx dog''' 7,750 gp; '''Serpentine owl''' 4,550 gp; '''Silver raven''' 1,900 gp; '''Slate spider''' 5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Flying ointment	&amp;quot;&amp;gt;	Flying ointment	&amp;lt;/span&amp;gt;'''''	(	2,250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This preparation of herbs includes belladonna, mandrake, and foxglove (also known as &amp;quot;witch's glove&amp;quot;), all carefully measured and mixed into a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the ''overland flight'' spell) for up to 9 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''overland flight''	'''Cost'''	1,125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Folding boat	&amp;quot;&amp;gt;	Folding boat	&amp;lt;/span&amp;gt;'''''	(	7,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''folding boat'' looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ''folding boat'' cannot unfold if there isn't enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate'', creator must have 2 ranks in Craft (ships)	'''Cost'''	3,600 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gem of brightness	&amp;quot;&amp;gt;	Gem of brightness	&amp;lt;/span&amp;gt;'''''	(	13,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts. One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination. Another command word causes the ''gem of brightness'' to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge. The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges. A newly created ''gem of brightness'' has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daylight''	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Gem of seeing	&amp;quot;&amp;gt;	Gem of seeing	&amp;lt;/span&amp;gt;'''''	(	75,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a ''gem of seeing'' enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true seeing''	'''Cost'''	37,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Goblin fire drum	&amp;quot;&amp;gt;	Goblin fire drum	&amp;lt;/span&amp;gt;'''''	(	'''Normal''' 2,000; '''Greater''' 4,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small crude-looking drum is attached to a strap long enough to loop around the wearer's neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the player deal an additional 1 point of fire damage (or 2 points for the greater version). All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer's turn as long as the playing continues. A ''greater goblin fire drum'' has all the above abilities and can create ''pyrotechnics'' once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''pyrotechnics'', ''spark''	'''Cost'''	'''Normal''' 1,000 gp; '''Greater''' 2,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Goblin skull bomb	&amp;quot;&amp;gt;	Goblin skull bomb	&amp;lt;/span&amp;gt;'''''	(	1,200	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	An ember glow lights the beady eyes of this blackened, burned out goblin's skull. It is very brittle and shatters if dropped on solid ground. When a ''goblin skull bomb'' breaks, the very last creature to touch it bursts into a raging magical flame, automatically suffering 5d6 points of fire damage and also catching fire should it fail a Reflex save (DC 13). If this kills the creature, its body burns away in one round, leaving behind only a pile of ash and the creature's blackened, burned-out skull, which is a new ''goblin skull bomb''. If the target survives the fire, doesn't have a skull, or if its skull is destroyed before another creature touches it, it does not create a new ''goblin skull bomb''. A skull bomb can be used as a thrown weapon with a range increment of 10 feet. If the attacker hits, the skull shatters, immolating the target as described above. If the attacker misses, the skull breaks upon the floor or another nearby hard surface and the attacker bursts into flame. Touching the skull using gloves, gauntlets, or handheld items such as tools or weapons counts as touching the skull. It can be safely moved using spells (such as ''mage hand'' or ''telekinesis'') or attacked with ranged weapons (hardness 0, 1 hp).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''flaming sphere''	'''Cost'''	600 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Golem manual	&amp;quot;&amp;gt;	Golem manual	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	varies	;	'''CL'''	varies	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;A golem manual contains information, incantations, and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem.&lt;br /&gt;
&lt;br /&gt;
The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated.&lt;br /&gt;
&lt;br /&gt;
:''Clay Golem Manual:'' The book contains animate objects, bless, commune, prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. Moderate conjuration, divination, enchantment, and transmutation; CL 11th; Craft Construct, animate objects, commune, prayer, resurrection, creator must be caster level 11th.&lt;br /&gt;
:''Flesh Golem Manual:'' The book contains animate dead, bull's strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. Moderate enchantment, necromancy [evil], and transmutation; CL 8th; Craft Construct, animate dead, bull's strength, geas/quest, limited wish, creator must be caster level 8th.&lt;br /&gt;
:''Iron Golem Manual:'' The book contains cloudkill, geas/quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting an iron golem. Strong conjuration, enchantment, and transmutation; CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, creator must be caster level 16th.&lt;br /&gt;
:''Stone Golem Manual:'' The book contains antimagic field, geas/quest, limited wish, and symbol of stunning. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. Strong abjuration and enchantment; CL 14th; Craft Construct, antimagic field, geas/quest, limited wish, symbol of stunning, creator must be caster level 14th.&lt;br /&gt;
:''Stone Golem Guardian Manual:'' The book contains antimagic field, discern location, geas/quest, limited wish, shield other, and symbol of stunning. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian. Strong abjuration and enchantment; CL 14th; Craft Construct, antimagic field, discern location, geas/quest, limited wish, shield other, symbol of stunning, creator must be caster level 14th.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Construct, caster must have a specific level, additional spells	'''Cost'''	'''Clay golem manual''' 6,000 gp; '''Flesh golem manual''' 4,000 gp; '''Iron golem manual''' 17,500 gp; '''Stone golem manual''' 11,000 gp; '''Stone golem guardian manual''' 22,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Grave salt	&amp;quot;&amp;gt;	Grave salt	&amp;lt;/span&amp;gt;'''''	(	1,100	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When poured on ground in a circle, this pure white salt sanctifies the enclosed area as the spell ''consecrate''. Applying the salt takes 1 round per dose. A single dose is sufficient to form a 5-foot radius circle, with each additional dose increasing the circle's radius by 5 feet. The area within the circle remains consecrated for 1 hour per dose, though any corporeal creature can spend a standard action to break the circle and end the effect prematurely. A newly created pouch of ''grave salt'' holds 5 doses. ''Grave salt'' can also be used directly against restless spirits. A single dose can be hurled up to 15 feet as a ranged touch attack. An incorporeal undead creature struck by the salt must make a DC 14 Will save or take 1d4 points of Charisma damage. Strong winds and other effects that penalize ranged attacks make it impossible to employ the salt in this manner.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''consecrate''	'''Cost'''	550 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Handy haversack	&amp;quot;&amp;gt;	Handy haversack	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a ''bag of holding'' and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''secret chest''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Harp of charming	&amp;quot;&amp;gt;	Harp of charming	&amp;lt;/span&amp;gt;'''''	(	7,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a ''harp of charming'' enables the performer to work one ''suggestion'' (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if she can succeed on a DC 14 Perform (string) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''suggestion''	'''Cost'''	3,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Harp of contagion	&amp;quot;&amp;gt;	Harp of contagion	&amp;lt;/span&amp;gt;'''''	(	13,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	7th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This grand-looking wooden harp is carved with images of various venomous creatures. Once per day the bearer may play the harp to target a single opponent with a ''poison'' spell (DC 16). Alternatively, the bearer may play the harp to grant allies within 30 feet a +2 resistance bonus on saving throws against disease and poison; maintaining this benefit each round is a standard action. If the player has the countersong bardic performance ability, he may expend rounds of bardic performance to use the harp to refocus his countersong against disease and poison instead of sonic or language-dependent effects.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''poison'', ''resistance''	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Harp of shattering	&amp;quot;&amp;gt;	Harp of shattering	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	3rd	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This finely crafted masterwork harp fits comfortably in one hand, but it requires two hands to play. The harp has 10 charges, which refresh each day at daybreak. By making a DC 10 Perform (string) check, the bearer can produce the following effects:&lt;br /&gt;
:break (1 charge)&lt;br /&gt;
:shatter (2 charges)&lt;br /&gt;
	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''break'', ''shater''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hexing doll	&amp;quot;&amp;gt;	Hexing doll	&amp;lt;/span&amp;gt;'''''	(	2,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A creature holding or carrying the doll takes a –4 penalty on saving throws against witch hexes. Alternatively, if the doll is stuffed with the hair of a creature, any witch holding the doll increases the DC of her hexes by +2 when using the hexes against that creature. A doll used in this way does not cause the witch to take a penalty on her saving throws.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bestow curse''	'''Cost'''	1,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of antagonism	&amp;quot;&amp;gt;	Horn of antagonism	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	3rd	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A creature with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger's favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn's magic works once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''daze monster''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of battle clarity	&amp;quot;&amp;gt;	Horn of battle clarity	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The call of this hollowed-out animal horn rallies nearby creatures to battle. When the horn is blown, all creatures within 60 feet who have not yet acted in combat are no longer considered flat-footed. The horn has no effect on other conditions or abilities that treat a creature as flat-footed. A barbarian who sounds a ''horn of battle clarity'' may spend 2 rounds of rage to act as if she had the superstition rage power for the remainder of that battle.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''rage''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of blasting	&amp;quot;&amp;gt;	Horn of blasting	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This spiraling animal horn can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates). If a ''horn of blasting'' is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shout''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of blasting, greater	&amp;quot;&amp;gt;	Horn of blasting, greater	&amp;lt;/span&amp;gt;'''''	(	70,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	16th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This horn functions as a ''horn of blasting'', except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude save reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the ''horn of blasting''. A greater horn of blasting also has a 20% cumulative chance of exploding for each usage beyond the first each day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater shout''	'''Cost'''	35,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of fog	&amp;quot;&amp;gt;	Horn of fog	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an ''obscuring mist'' spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''obscuring mist''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of goodness/evil	&amp;quot;&amp;gt;	Horn of goodness/evil	&amp;lt;/span&amp;gt;'''''	(	6,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If she is good, then blowing the horn has the effect of a ''magic circle against evil''. If she is evil, then blowing the horn has the effect of a ''magic circle against good''. In either case, this ward lasts for 1 hour. The horn can be blown once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic circle against evil'', ''magic circle against good''	'''Cost'''	3,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of judgement	&amp;quot;&amp;gt;	Horn of judgement	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This golden trumpet is inlaid with silver and ivory and in. Once per day the bearer can sound a singular clarion note that affects up to 9 incorporeal creatures within 30 feet with ''ghostbane dirge'' (Will DC 17 negates) for 9 rounds.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ghostbane dirge''	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of the huntmaster	&amp;quot;&amp;gt;	Horn of the huntmaster	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This elongated bull's horn curves sharply at the end, almost making it seem more like an enormous smoking pipe than a tool for the hunt. Once each day, a person with the hunter's bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''greater heroism''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of the tritons	&amp;quot;&amp;gt;	Horn of the tritons	&amp;lt;/span&amp;gt;'''''	(	15,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This device is a large, intricately inscribed and decorated conch shell that can be blown once per day (except by a triton, who can sound it three times per day). Blowing the horn activates any one of the following functions:&lt;br /&gt;
:Calm rough waters in a 1-mile radius. Alternatively, this functions as a dismissal spell against a targeted water elemental (DC 19 negates).&lt;br /&gt;
:Summon 1d4+1 sharks or 1d3 advanced sharks as if using summon nature's ally V.&lt;br /&gt;
:Create a fear effect (DC 16 negates) in a 500-foot radius that only affects creatures with the aquatic or amphibious subtype which have Intelligence scores of 1 or 2.&lt;br /&gt;
&lt;br /&gt;
Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control water'', ''dismissal'', ''fear'', ''summon nature's ally V'', creator must be a triton	'''Cost'''	7,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horn of valhalla	&amp;quot;&amp;gt;	Horn of valhalla	&amp;lt;/span&amp;gt;'''''	(	50,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This magic instrument comes in four varieties. Each appears to be a normal, scarred old horn used for hunting or signaling during battle. When someone speaks its command word and blows the horn, however, the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned.&lt;br /&gt;
&lt;br /&gt;
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| d%||Type of Horn||Barbarians Summoned||Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| 01–40||Silver||2d4+2, 2nd-level||None&lt;br /&gt;
|-&lt;br /&gt;
| 41–75||Brass||2d4+1, 3rd-level||Spellcaster level 1st&lt;br /&gt;
|-&lt;br /&gt;
| 76–90||Bronze||2d4, 4th-level||Proficiency with all martial weapons or bardic performance ability&lt;br /&gt;
|-&lt;br /&gt;
| 91–100||Iron||1d4+1, 5th-level||Proficiency with all martial weapons or bardic performance ability&lt;br /&gt;
|}&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster VI''	'''Cost'''	25,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Horseman's saddle	&amp;quot;&amp;gt;	Horseman's saddle	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount's rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mount'', creator must have 5 ranks in Ride	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Hourglass of last chances	&amp;quot;&amp;gt;	Hourglass of last chances	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration and transmutation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny hourglass is filled with blood-red sand. The sand flows only one way and turning it to start the flow activates its magic. It grants a target creature within 30 feet the following benefits for a limited time—''freedom of movement'' (as the spell), and suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended and this suspended time does not count toward the duration of the suppressed effect. Ending the hourglass's effects is a swift action. The hourglass can be used for up to 5 rounds in total before its magic is consumed. These rounds need not be consecutive.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''freedom of movement'', ''heal''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Incense of meditation	&amp;quot;&amp;gt;	Incense of meditation	&amp;lt;/span&amp;gt;'''''	(	4,900	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This incense comes in many shapes and colors, but is otherwise indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check. When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat). Each block of incense burns for 8 hours, and the effects persist for 24 hours. The incense may be burned in a ''censer of controlling air elements'' to summon a more powerful elemental; this renders it useless for maximizing spellcasting.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Maximize Spell, ''bless''	'''Cost'''	2,450 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Incense of transcendence	&amp;quot;&amp;gt;	Incense of transcendence	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The heady vapors of this coiled incense facilitate a deep meditative trance. When an oracle lights a coil of ''incense of transcendence'' and then spends 8 hours praying and meditating nearby, she can replace one of her revelations with another revelation. The new revelation must be one available to her (such as from the same mystery) and must be available at the same class level as the original revelation (for example, she cannot replace a revelation available at 1st level with a revelation requiring a minimum of 7th level). If she replaces a revelation that is a prerequisite for another revelation or ability, she cannot use that other revelation or ability while under the influence of the incense. The coil of incense burns for 8 hours. Its effects persist for 24 hours, after which the oracle's original revelations return.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prayer'', creator must be oracle level 7th	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Insignia of valor	&amp;quot;&amp;gt;	Insignia of valor	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This metal badge of a rampant griffon, lion, horse, or similar heraldic creature must be attached to a shield or armor to function. Attaching or removing it requires a DC 15 Craft (armor) check, 10 minutes, and appropriate tools. Its powers only function if the wearer of the shield or armor has the channel energy and smite abilities. If the wearer dispatches an opponent with a smite attack (killing it, destroying it, or reducing its hit points below 0), she may expend one use of her channel energy ability as a swift action that round.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure critical wounds''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Insistant doorknocker	&amp;quot;&amp;gt;	Insistant doorknocker	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot as if using ''passwall''. Speaking the command word again ends the ''passwall'' effect, returns the surface to its previous doorless shape, and releases the doorknocker from the surface.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''passwall''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Instant bridge	&amp;quot;&amp;gt;	Instant bridge	&amp;lt;/span&amp;gt;'''''	(	7,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	10th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thin steel plate is approximately 1 foot square. When the command word is spoken, it rapidly stretches outward and unfolds, becoming a panel 1 inch thick, 3 feet wide, and up to 30 feet long (stopping its extension when it encounters any resistance, such as a wall, ceiling, or a creature.) Each 5-foot segment of the metal bridge has hardness 10 and 30 hit points. The bridge weighs 300 pounds and can support up to 4,000 pounds. When the command word is repeated, it collapses into its portable form once more. The ''instant bridge'' can be activated up to three times per day. If any part of it destroyed while it is extended, it immediately loses all magic.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shrink item'', ''wall of iron''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Instant fortress	&amp;quot;&amp;gt;	Instant fortress	&amp;lt;/span&amp;gt;'''''	(	55,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can't open the door.&lt;br /&gt;
&lt;br /&gt;
The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.&lt;br /&gt;
&lt;br /&gt;
The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress's sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 halves).&lt;br /&gt;
&lt;br /&gt;
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mage's magnificent mansion''	'''Cost'''	27,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ioun stone	&amp;quot;&amp;gt;	Ioun stone	&amp;lt;/span&amp;gt;'''''	(	Varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| Color/Shape||Aura||Effect||Market Price&lt;br /&gt;
|-&lt;br /&gt;
| Clear Spindle||strong varied||Sustains creature without food or water||4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue Rhomboid||strong varied||Alertness (as the feat)||10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Deep Red Sphere||strong varied||+2 enhancement bonus to Dexterity||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Rose Prism||strong varied||+1 insight bonus to AC||5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Incandescent Blue Sphere||strong varied||+2 enhancement bonus to Wisdom||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Spindle||strong varied||Sustains creature without air||18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Lavender and Green Ellipsoid||strong varied||Absorbs spells of 8th level or lower1||40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Orange Prism||strong varied||+1 caster level||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale Blue Rhomboid||strong varied||+2 enhancement bonus to Strength||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale Green Prism||strong varied||+1 competence bonus on attack rolls, saves, skill checks, and ability checks||30,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pale Lavender Ellipsoid||strong varied||Absorbs spells of 4th level or lower2||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pearly White Spindle||strong varied||Regenerate 1 point of damage per 10 minutes||20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pink and Green Sphere||strong varied||+2 enhancement bonus to Charisma||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Pink Rhomboid||strong varied||+2 enhancement bonus to Constitution||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet and Blue Sphere||strong varied||+2 enhancement bonus to Intelligence3||8,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| Vibrant Purple Prism||strong varied||Stores three levels of spells, as a ring ofspell storing (minor)||36,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:1 After absorbing 50 spell levels, the stone burns out and turns dull gray.&lt;br /&gt;
:2 After absorbing 20 spell levels, the stone burns out and turns dull gray.&lt;br /&gt;
:3 This stone has one skill associated with it, as a +2 headband of vast intelligence.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be 12th level	'''Cost'''	varies	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ioun torch	&amp;quot;&amp;gt;	Ioun torch	&amp;lt;/span&amp;gt;'''''	(	75	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is merely a burned out, dull gray ''ioun stone'' with a ''continual flame'' spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ''ioun stones'' (ellipsoid, prism, sphere, and so on).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''continual flame'', creator must be 12th level	'''Cost'''	62 gp, 5 sp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron bands of binding	&amp;quot;&amp;gt;	Iron bands of binding	&amp;lt;/span&amp;gt;'''''	(	26,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	13th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent item is a 3-inch-diameter rusty iron sphere wrapped in iron bands. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. ''Iron bands of binding'' are usable once per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''grasping hand''	'''Cost'''	13,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron flask	&amp;quot;&amp;gt;	Iron flask	&amp;lt;/span&amp;gt;'''''	(	170,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	20th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.&lt;br /&gt;
&lt;br /&gt;
The command word can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A purchased bottle is empty, but a newly discovered bottle might contain any of the following:&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| d%||Contents||d%||Contents&lt;br /&gt;
|-&lt;br /&gt;
| 01–50||Empty||89||Demon (glabrezu)&lt;br /&gt;
|-&lt;br /&gt;
| 51–54||Large air elemental||90||Demon (succubus)&lt;br /&gt;
|-&lt;br /&gt;
| 55–58||Invisible stalker||91||Devil (osyluth)&lt;br /&gt;
|-&lt;br /&gt;
| 59–62||Large earth elemental||92||Devil (barbazu)&lt;br /&gt;
|-&lt;br /&gt;
| 63–66||Xorn||93||Devil (erinyes)&lt;br /&gt;
|-&lt;br /&gt;
| 67–70||Large fire elemental||94||Devil (cornugon)&lt;br /&gt;
|-&lt;br /&gt;
| 71–74||Salamander||95||Agathion (avoral)&lt;br /&gt;
|-&lt;br /&gt;
| 75–78||Large water elemental||96||Azata (ghaele)&lt;br /&gt;
|-&lt;br /&gt;
| 79–82||Xill||97||Archon (trumpet)&lt;br /&gt;
|-&lt;br /&gt;
| 83–85||Yeth hound||98||Rakshasa&lt;br /&gt;
|-&lt;br /&gt;
| 86||Demon (shadow)||99||Demon (balor)&lt;br /&gt;
|-&lt;br /&gt;
| 87||Demon (vrock)||100||Devil (pit fiend)&lt;br /&gt;
|-&lt;br /&gt;
| 88||Demon (hezrou)&lt;br /&gt;
|}&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''trap the soul''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron rope	&amp;quot;&amp;gt;	Iron rope	&amp;lt;/span&amp;gt;'''''	(	750	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When the end of this gray hemp rope is held and the command word is uttered, it is irrevocably transmuted into solid iron. The transmuted rope loses all magic and has the hardness and hit points of a normal inch-thick iron bar. When crafted, the rope is 25 feet long, but can be cut up to three times and each section of rope can be commanded to harden individually.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Iron spike of passage	&amp;quot;&amp;gt;	Iron spike of passage	&amp;lt;/span&amp;gt;'''''	(	2,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When hammered into place this 9-inch iron spike creates an illusion up to 15 feet high and in a 15-foot diameter centered on the spike. The illusion can be of one of the following: a small hillock of appropriate composition for the terrain, a pile of mundane crates or barrels, a mound of rubble, or a small structure (such as a cabin or canvas enclosure). The exact size and specific parameters (such the composition of timber) are chosen when the spike is placed. Interacting with the illusion grants a Will save (DC 12) to disbelieve it. Hammering the spike into place or removing it is a full-round action. The spike can be used any number of times and its effects last until removed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''silent image''	'''Cost'''	1,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Key of lock jamming	&amp;quot;&amp;gt;	Key of lock jamming	&amp;lt;/span&amp;gt;'''''	(	400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock's hardness, +8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''hold portal''	'''Cost'''	200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ki mat	&amp;quot;&amp;gt;	Ki mat	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	7th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This humble pad of woven river reeds allows its owner to recover his mental fortitude and ''ki'' pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 + the monk's current number of ''ki'' points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ''ki'' point.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''lesser restoration'', creator must be a monk	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Knight's pennon	&amp;quot;&amp;gt;	Knight's pennon	&amp;lt;/span&amp;gt;'''''	(	'''Battle''' 4,500; '''Honor''' 2,000; '''Parley''' 4,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration or transmutation	;	'''CL'''	6th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design.&lt;br /&gt;
&lt;br /&gt;
:''Battle:'' The red knight's pennon of battle allows its bearer to benefit from heroism once per day. &lt;br /&gt;
:''Honor:'' The gold knight's pennon of honor bestows protection from evil upon the bearer once per day. &lt;br /&gt;
:''Parley:'' The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''heroism'' (battle), ''protection from evil'' (honor), ''eagle's splendor'' (parley)	'''Cost'''	'''Battle''' 2,250 gp; '''Honor''' 1,100 gp; '''Parley''' 2,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lantern of revealing	&amp;quot;&amp;gt;	Lantern of revealing	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell ''invisibility purge''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility purge''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Last leaves of autumn dryad	&amp;quot;&amp;gt;	Last leaves of autumn dryad	&amp;lt;/span&amp;gt;'''''	(	52,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination and transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This vibrant cluster of leaves constantly changes hue through the different colors of the autumn season, from brown and red to orange and yellow. Once per day, the bearer may touch the leaves to her tongue to assume ''tree shape'' (as the spell) for up to 8 hours, appearing as a healthy tree that is lush with thousands of autumn leaves for the duration of the effect. While in tree form, a creature may release these leaves upon the wind, consciously controlling them as a scrying sensor with the abilities of ''arcane eye''. The leaves have the statistics of an army ant swarm, except the swarm has plant traits, fast healing 5, and vulnerability to fire. The creature may shape the scrying leaves into a semblance of her face, allowing her to speak through the leaves. The leaves' voice is a quiet, dry rustle, and they are capable of conveying most of the creature's intended facial expressions (they can smile, frown, and so on). If the creature has the wild empathy class ability or is a sorcerer with the fey bloodline, she may have any ''ghost sound'', ''speak with animals'', or ''speak with plants'' spell she casts originate from the leaves instead of herself, and her ''tree shape'' does not prevent her from casting these spells. If the scrying leaves fail to return before creature returns to its normal shape, the magic item does not function for 1 week. During this time, the leaves fade to brown and appear to have a light coating of frost on them.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''arcane eye'', ''tree shape'', ''whispering wind''	'''Cost'''	26,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Loathsome mirror	&amp;quot;&amp;gt;	Loathsome mirror	&amp;lt;/span&amp;gt;'''''	(	9,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint enchantment	;	'''CL'''	5th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This buckler-sized mirror magnifies flaws and faults, presenting the least appealing image of any creature reflected in it. The mirror must be held in one hand to function. As a standard action three times per day, the bearer of the mirror can project a reflection onto the creature that produced it, making them appear utterly loathsome to all onlookers. The subject must be within 30 feet of the mirror, and must be able to see the mirror to be affected. For the next 5 rounds any creature attempting to target the subject with a beneficial spell or effect must make a DC 14 Will save. On a failure, the creature must choose a new subject for the spell or effect is wasted. Once a creature succeeds on this saving throw, it can target the subject normally for the remainder of the mirror's effect's duration.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''unadulterated loathing''	'''Cost'''	4,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lord's banner	&amp;quot;&amp;gt;	Lord's banner	&amp;lt;/span&amp;gt;'''''	(	'''Crusades''' 100,000; '''Swiftness''' 10,000; '''Terror''' 56,000; '''Victory''' 75,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate varies	;	'''CL'''	10th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	&amp;quot;A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.&lt;br /&gt;
&lt;br /&gt;
A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.&lt;br /&gt;
:''Crusades (evocation aura):'' A noble-looking lord's banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design).&lt;br /&gt;
:''Swiftness (abjuration aura):'' A group or army that are traveling under a lord's banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.&lt;br /&gt;
:''Terror (necromancy aura):'' Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a DC 16 Will save or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw cannot be panicked by the banner for 24 hours.&lt;br /&gt;
:''Victory (evocation aura):'' Allies of the owner of a lord's banner of victory gain a +2 morale bonus on attack rolls, saves, and skill checks for as long as they can see the banner.&amp;quot;	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''eagle's splendor'' (leadership), ''hallow'' (crusades), ''freedom of movement'' (swiftness), ''fear'' (terror), ''heroism'' (victory)	'''Cost'''	'''Crusades''' 50,000 gp; '''Swiftness''' 5,000 gp; '''Terror''' 28,000 gp; '''Victory''' 37,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Lyre of building	&amp;quot;&amp;gt;	Lyre of building	&amp;lt;/span&amp;gt;'''''	(	13,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	6th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a ''horn of blasting'', a ''disintegrate'' spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes. The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If she fails, she must stop and cannot play the lyre again for this purpose until a week has passed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate''	'''Cost'''	6,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Malleable symbol	&amp;quot;&amp;gt;	Malleable symbol	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options: *10-foot burst centered anywhere within 30 feet *60-foot line *30-foot cone  The symbol reverts to its nodescript lump form after being away from its bearer for 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mass cure light wounds'', creator must be able to channel energy	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mallet of building	&amp;quot;&amp;gt;	Mallet of building	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heavy builder's mallet has a wooden shaft and a head made from shiny black iron that turns slightly red when held close to metal. The wielder of the mallet can, as a full-round action, swing the hammer to create and immediately hammer into place a copper nail, iron spike, iron piton, or 4-foot wooden fence post. A created fence post can penetrate earth, and the other materials can penetrate earth, wood, or stone. Removing the created item from the surface destroys it, but otherwise the item lasts as long as a normal object of its sort. The mallet can create up to 100 items per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''minor creation''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Manual of bodily health	&amp;quot;&amp;gt;	Manual of bodily health	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Constitution''' 27,500 gp; '''+2 Constitution''' 55,000 gp; '''+3 Constitution''' 82,500 gp; '''+4 Constitution''' 110,000 gp; '''+5 Constitution''' 137500 gp   This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wish'' or ''miracle''	'''Cost'''	'''+1 Constitution''' 26,250 gp; '''+2 Constitution''' 52,500 gp; '''+3 Constitution''' 78,750 gp; '''+4 Constitution''' 105,000 gp; '''+5 Constitution''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Manual of gainful exercise	&amp;quot;&amp;gt;	Manual of gainful exercise	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Strength''' 27,500 gp; '''+2 Strength''' 55,000 gp; '''+3 Strength''' 82,500 gp; '''+4 Strength''' 110,000 gp; '''+5 Strength''' 137,500 gp   This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wish'' or ''miracle''	'''Cost'''	'''+1 Strength''' 26,250 gp; '''+2 Strength''' 52,500 gp; '''+3 Strength''' 78,750 gp; '''+4 Strength''' 105,000 gp; '''+5 Strength''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Manual of quickness of action	&amp;quot;&amp;gt;	Manual of quickness of action	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Dextreity''' 27,500 gp; '''+2 Dexterity''' 55,000 gp; '''+3 Dexterity''' 82,500 gp; '''+4 Dexterity''' 110,000 gp; '''+5 Dexterity''' 137,500 gp   This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''wish'' or ''miracle''	'''Cost'''	'''+1 Dexterity''' 26,250 gp; '''+2 Dexterity''' 52,500 gp; '''+3 Dexterity''' 78,750 gp; '''+4 Dexterity''' 105,000 gp; '''+5 Dexterity''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Martyr's tear	&amp;quot;&amp;gt;	Martyr's tear	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate necromancy	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''vampiric touch''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Marvelous pigments	&amp;quot;&amp;gt;	Marvelous pigments	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of ''marvelous pigments'' is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. ''Marvelous pigments'' cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major creation''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Master's perfect golden bell	&amp;quot;&amp;gt;	Master's perfect golden bell	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	15th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This lustrous golden bell produces a deep and resonant ring which vibrates in perfect harmony with the Material Plane and destructively interferes with otherworldly beings. These vibrations reduce the damage reduction and spell resistance of all extraplanar creatures within 30 feet by 5 (for example, changing DR 10/magic to DR 5/magic). The bell has no clapper; to ring it, the bearer must attack it with an unarmed strike (this counts as an attack, with no attack roll needed, and does not damage the bell). The ringing lasts 1d6 rounds; stifling the ringing early is a standard action. It can ring for a maximum of 10 rounds per day	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''banishment''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mattock of the titans	&amp;quot;&amp;gt;	Mattock of the titans	&amp;lt;/span&amp;gt;'''''	(	23,348	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	16th	;	'''Weight'''	120 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan ''+3 adamantine warhammer'', dealing 4d6 points of base damage.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''move earth''	'''Cost'''	13,348 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Maul of the titans	&amp;quot;&amp;gt;	Maul of the titans	&amp;lt;/span&amp;gt;'''''	(	25,305	)&amp;lt;br /&amp;gt;	'''Aura'''	strong evocation	;	'''CL'''	15th	;	'''Weight'''	160 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mallet is 8 feet long. If used as a weapon, it is the equivalent of a ''+3 greatclub'' and deals triple damage against inanimate objects. The wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a –4 penalty on attack rolls.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, Craft Magic Arms and Armor, ''clenched fist''	'''Cost'''	12,305 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mirror of guarded reflections	&amp;quot;&amp;gt;	Mirror of guarded reflections	&amp;lt;/span&amp;gt;'''''	(	7,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate illusion	;	'''CL'''	7th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Reflections visible in this palm-sized hand mirror always seem ghostly and insubstantial. When a creature holding the mirror is targeted by an attack, he can spend an immediate action to summon his reflection from the glass to interpose itself between him and the blow. The reflection functions as an image produced by the spell ''mirror image''. If the image is struck by the attack, it shatters with a resounding crash. The creature that destroyed the image is subject to bad luck; the next time it makes an attack roll or saving throw, it must roll twice and take the worse result. If the attack does not strike the image, the image fades away at the start of the mirror bearer's next turn. The mirror can be used three times per day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''mirror image''	'''Cost'''	3,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mirror of life trapping	&amp;quot;&amp;gt;	Mirror of life trapping	&amp;lt;/span&amp;gt;'''''	(	200,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration	;	'''CL'''	17th	;	'''Weight'''	0 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crystal device is usually about 4 feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well known for their magical powers. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A ''mirror of life trapping'' has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack). When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim's equipment (including clothing and anything being carried) remains behind. If the mirror's owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mirror's capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is destroyed (hardness 1, 5 hit points), all victims currently trapped in it are freed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''imprisonment''	'''Cost'''	100,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Mirror of mental prowess	&amp;quot;&amp;gt;	Mirror of mental prowess	&amp;lt;/span&amp;gt;'''''	(	175,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and divination	;	'''CL'''	17th	;	'''Weight'''	40 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. A creature who knows the proper commands can cause it to perform as follows. *Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language. *View other places as if with ''clairvoyance'', and the controller can even view locations on other planes if she is sufficiently familiar with them. *Use it as a portal to visit other places. The controller first views the place with the ''clairvoyance'' function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she's still in the other place), and the user can also close it with a command word. Creatures with Intelligence scores of 12 or higher might notice the portal just as they might notice a magical sensor from a ''scrying'' spell. Any creature who steps through the portal appears in front of the mirror. *Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the ''legend lore'' spell).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''clairaudience/clairvoyance'', ''detect thoughts'', ''gate'', ''legend lore''	'''Cost'''	87,500 gp	&amp;lt;/div&amp;gt;	&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Muleback Cords          	&amp;quot;&amp;gt;	Muleback Cords          	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1/4 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bull’s strength''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;	&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Needles of flesh graving	&amp;quot;&amp;gt;	Needles of flesh graving	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shrink item'', creator must have 5 ranks in Craft (tattoos)	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Nightdrops	&amp;quot;&amp;gt;	Nightdrops	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faiint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This narrow vial holds 5 doses of viscous liquid. When dripped onto a willing creature's eyes, it gives the creature low-light vision for 1 hour. The affected creature takes a –2 penalty on saves against light-based spells and effects and gains the light sensitivity weakness. A dose affects one creature, regardless of how many eyes it has.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''beast shape I''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Noble's vigilant pillbox	&amp;quot;&amp;gt;	Noble's vigilant pillbox	&amp;lt;/span&amp;gt;'''''	(	3,600	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This heart-shaped charm is set with three pearls: one white, one silver, and one black. Inside, a tiny compartment usually contains smelling salts (page 101) or alchemist's kindness (page 100). Each pearl has a primary, passive ability and a secondary, active ability that activates if it is removed from the setting and swallowed (a standard action, as if drinking a potion). Swallowing a pearl destroys it. A command word activates the primary abilities of all three pearls for 1 round. When activated, the white pearl detects poison in a 10-foot radius around the wearer, dulling to a dark gray if poison is within range. If swallowed, it grants the benefit of a ''delay poison'' spell. The silver pearl detects diseases in a 10-foot radius, turning bright blue on discovery. If swallowed, it grants the benefit of a ''remove disease'' spell. The black pearl turns white if any invisible creature is within 10 feet of the wearer. If swallowed, it grants the benefits of ''see invisibility'' for 1 minute. A charms found with missing pearls has its price reduced appropriately; a white pearl is worth 750 gp, a silver pearl is worth 1,150 gp, and black pearl is worth 1,700 gp.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''delay poison'', ''detect poison'', ''remove disease'', ''see invisibility''	'''Cost'''	1,800 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Oil of silence	&amp;quot;&amp;gt;	Oil of silence	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. Five vials of ''oil of silence'' can be used in conjunction to silence a Large firearm siege engine, and 10 can be used to silence a Huge firearm siege engine. The oil does not work on firearm siege engines that are larger than Huge.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''silence''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of foul abaddon	&amp;quot;&amp;gt;	Orb of foul abaddon	&amp;lt;/span&amp;gt;'''''	(	18,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This grapefruit-sized sphere of glossy black stone glows with faint whorls of orange fire deep within its inky substance. When held in hand, it can be commanded to unleash a ''dread bolt'' once per day. When used as an additional focus for casting a spell with the evil descriptor, the bearer gains a +1 bonus to her caster level for these spells. It bestows one permanent negative level on any good creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dread bolt'', creator must be evil	'''Cost'''	9,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of golden heaven	&amp;quot;&amp;gt;	Orb of golden heaven	&amp;lt;/span&amp;gt;'''''	(	22,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This alabaster sphere, overlaid with golden bands set with diamonds in runelike patterns, sheds light like a ''continual flame'' spell. Making a melee touch attack with the orb has the same effect as dousing the target with a flask of holy water. A good creature may hold the orb in hand and command it to invoke ''consecrate'' and ''searing light'' each once per day. The orb bestows one permanent negative level on any evil creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb. If the bearer of an ''orb of golden heaven'' wears a ''crown of golden heaven'', its light counts as ''daylight'' instead of ''continual flame'', and its ''consecrate'' acts as if the orb were a shrine to the bearer's deity.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''bless water'', ''consecrate'', ''daylight'', ''searing light''	'''Cost'''	11,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of pure law	&amp;quot;&amp;gt;	Orb of pure law	&amp;lt;/span&amp;gt;'''''	(	60,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This featureless gray stone is perfectly smooth and flawlessly polished. The bearer of an orb of pure law gains a +4 deflection bonus to AC against attacks from chaotic creatures and a +4 resistance bonus on saving throws against polymorph effects, effects with the chaotic descriptor, and effects that inflict the confused condition. When held in hand, the bearer of the orb may use ''detect chaos'' and ''detect law'' at will. A lawful creature may hold the orb in hand and command it to invoke ''dispel chaos'' and ''arrow of law'' each once per day. The orb bestows one permanent negative level on any chaotic creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''arrow of law'', ''detect chaos'', ''detect law'', ''dispel chaos''	'''Cost'''	30,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of storms	&amp;quot;&amp;gt;	Orb of storms	&amp;lt;/span&amp;gt;'''''	(	48,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong varied	;	'''CL'''	18th	;	'''Weight'''	6 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day, she can call upon the orb to use a ''control weather'' spell. Once per month, she can conjure a ''storm of vengeance''. The possessor of the orb is continually protected by an ''endure elements'' effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''control weather'', ''endure elements'', ''storm of vengeance''	'''Cost'''	24,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Orb of utter chaos	&amp;quot;&amp;gt;	Orb of utter chaos	&amp;lt;/span&amp;gt;'''''	(	36,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This globe of varicolored material constantly shifts hue and texture, from steel-hard to spongy or even gelatinous. The bearer of the orb is constantly protected by ''entropic shield''. Three times per day, when the bearer holds the orb and casts a spell with the polymorph subtype, chaotic descriptor, or one that gives creatures the confused condition, she may modify her caster level for that spell by 1d6–2. Once per day the bearer may hold the orb and command it to ''dispel magic''. If the dispel check succeeds, the wielder absorbs the unraveled magical energy through the orb and gains the benefit of an ''aid'' spell. The orb bestows one permanent negative level on any lawful creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by ''restoration'' spells) while the bearer has the orb.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''aid'', ''dispel magic'', ''entropic shield''	'''Cost'''	18,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Origami swarm	&amp;quot;&amp;gt;	Origami swarm	&amp;lt;/span&amp;gt;'''''	(	300	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stiff folded paper vaguely resembles a hand-sized pest such as a beetle, spider, or cockroach. Completing two key folds in the paper causes it to multiply into hundreds of similar-sized duplicates of itself. These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability. The paper beetles do not attack their creator, but are otherwise uncontrolled and attack anything nearby. After 5 rounds, the beetles crumple and fall inert. Once activated, an ''origami swarm'' loses all magic.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects''	'''Cost'''	150 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ornament of healing light	&amp;quot;&amp;gt;	Ornament of healing light	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This palm-sized holy symbol is composed of tiny pieces of stained glass held in a gold frame. The exact symbol is determined upon the item's creation. As a free action, the creature holding the ornament can project the image of the holy symbol upon any creature or surface within 15 feet, similar to using a shadow puppet and lamp. This light is not bright enough to illuminate an area. If the bearer is a paladin, she may use her lay on hands ability on a creature touched by the symbol's light (effectively increasing her lay on hands range from touch to 15 feet).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sacred bond''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pearl of power	&amp;quot;&amp;gt;	Pearl of power	&amp;lt;/span&amp;gt;'''''	(	varies; '''1st-level''' 1,000; '''2nd-level''' 4,000; '''3rd-level''' 9,000; '''4th-level''' 16,000; '''5th-level''' 25,000; '''6th-level''' 36,000; '''7th-level''' 49,000; '''8th-level''' 64,000; '''9th-level''' 81,000; '''Two spells''' 70,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	17th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells. Once per day on command, a ''pearl of power'' enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled	'''Cost'''	'''1st-level''' 500 gp; '''2nd-level''' 2,000 gp; '''3rd-level''' 4,500 gp; '''4th-level''' 8,000 gp; '''5th-level''' 12,500 gp; '''6th-level''' 18,000 gp; '''7th-level''' 24,500 gp; '''8th-level''' 32,000 gp; '''9th-level''' 40,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pearl of the sirines	&amp;quot;&amp;gt;	Pearl of the sirines	&amp;lt;/span&amp;gt;'''''	(	15,300	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration and transmutation	;	'''CL'''	8th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''freedom of movement'', ''water breathing''	'''Cost'''	8,150 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Philter of love	&amp;quot;&amp;gt;	Philter of love	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong enchantment	;	'''CL'''	15th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a ''break enchantment'', ''dispel magic'', ''limited wish'', ''miracle'', ''remove curse'', or ''wish''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm monster'', ''permanency''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of dissolution	&amp;quot;&amp;gt;	Pipes of dissolution	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Carvings of winter scenes decorate this set of pan pipes. Activating the pipes requires a DC 15 Perform (wind instruments) check. Creatures within 30 feet gain a +2 competence bonus on caster level checks to dispel magical effects and overcome spell resistance. Maintaining the performance is challenging, requiring a move action and a new Perform check each round, with the DC increasing by +1 for each round the instrument is played. The magic ends when the player voluntarily stops or fails the Perform check, after which the pipes cannot be used again for 1 hour.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dispel magic''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of haunting	&amp;quot;&amp;gt;	Pipes of haunting	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	4th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed at a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. ''Pipes of haunting'' can be sounded twice a day.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''scare''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of pain	&amp;quot;&amp;gt;	Pipes of pain	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate enchantment	;	'''CL'''	6th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	By making a DC 15 Perform (wind instruments) check, the bearer can use these pipes to create a wondrous melody which fascinates creatures within 30 feet for as long as the bearer continues to play (Will DC 14 negates). This is a mind-affecting sonic compulsion effect. The bearer is immune to the sound of the pipes. When the bearer stops playing, for the next 2d4 rounds all creatures who were fascinated by the music are stricken by intense pain at even the slightest noise. Unless a creature is in a totally silent area, it takes 1d4 points of damage per round on its turn, and it has sonic vulnerability until this time expires. Thereafter, the creature is shaken unless it is in a totally silent area; this hypersensitivity to noise is a curse effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''sound burst'', creator must have the bardic performance class ability	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of sounding	&amp;quot;&amp;gt;	Pipes of sounding	&amp;lt;/span&amp;gt;'''''	(	1,800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	2nd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds that can imitate creatures, environmental sounds, or most other sounds. The figment sounds are the equivalent of ''ghost sound''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''ghost sound''	'''Cost'''	900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pipes of the sewers	&amp;quot;&amp;gt;	Pipes of the sewers	&amp;lt;/span&amp;gt;'''''	(	1,150	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	2nd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if any rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. ThePerform DC increases by +5 for each time the rats have been successfully called in a 24-hour period. If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''charm animal'', ''sumon nature's ally I'', wild empathy ability	'''Cost'''	575 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Polymorphic pouch	&amp;quot;&amp;gt;	Polymorphic pouch	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This leather pouch is usually decorated with a druidic motif. Within is an extradimensional space that can hold 4 cubic feet or 40 pounds worth of items and otherwise functions as a small bag of holding. If the bearer uses a polymorph effect or wild shape to transform into an animal, dragon, elemental, magical beast, plant, or vermin, the pouch never merges with her body. It automatically relocates to an easily-accessible place on her body (such as on a belt or a cord around her neck), allowing her to access the pouch and items within it while she is transformed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''polymorph'', ''secret chest''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Portable hole	&amp;quot;&amp;gt;	Portable hole	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	12th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''portable hole'' is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a ''portable hole'' is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item. The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each ''portable hole'' opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a ''portable hole'' is placed within a ''bag of holding'', it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the ''portable hole'' and ''bag of holding'' being destroyed in the process.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''plane shift''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Prayer wheel of ethical strength	&amp;quot;&amp;gt;	Prayer wheel of ethical strength	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Sacred or profane mantras cover the outer face of this cylindrical wooden block, which rotates around a decorative brass spindle. By holding the spindle in one hand while meditating or resting to regain ''ki'', the bearer may attune his ''ki'' points to the wheel. Once attuned, the bearer's ''ki'' strikes count as good (if the wheel has sacred mantras) or evil (if the wheel has profane mantras) instead of lawful for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ''ki'' points. A creature can only be attuned to one prayer wheel at a time, and a prayer wheel can only be attuned to one person at a time. Only creatures who can make lawfully-aligned ''ki'' strikes can use a prayer wheel.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''align weapon''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Pyxes of redirected focus	&amp;quot;&amp;gt;	Pyxes of redirected focus	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This round metal container is just large enough to contain the wooden, coin-sized token inside. Each side of the token is inscribed with a different prayer. Once per day, a cleric (or other class with cleric domains) may activate the pyxes and may select any one of her prepared domain spells and replace it with the domain spell of that level from her other domain. For example, a cleric with the Fire and Luck domains could switch her 1st-level prepared ''burning hands'' domain spell to ''true strike''. The pyxes has no effect on creatures with no domain spells or only one domain.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prayer''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Racing broom of flying	&amp;quot;&amp;gt;	Racing broom of flying	&amp;lt;/span&amp;gt;'''''	(	30,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''racing broom of flying'' functions like a ''broom of flying'', except for 9 minutes per day it can fly faster than its standard counterpart. Activating this increased speed is a swift action. The broom's increased fly speed is 60 feet with a load up to 200 pounds, or at a speed of 40 feet carrying up to 400 pounds. Each minute at this faster speed uses 1 hour of the broom's daily flight time. As a swift action, the rider may expend 5 hours of flight time to increase the broom's speed to 120 feet with a load up to 200 pounds, or at a speed of 80 feet carrying up to 400 pounds. This speed boost lasts for 1 round, but when it ends there is a 50% chance that the broom gains the broken condition and is powerless until repaired.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''haste'', ''overland flight'', ''permanency''	'''Cost'''	15,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Restless lockpicks	&amp;quot;&amp;gt;	Restless lockpicks	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	1 b.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This set of mithral masterwork thieves' tools springs to life in the hands of a skilled user. If the user attempts to use the tools to disarm a trap or other device, he may spend a standard action beginning the disarm attempt, after which the tools continue on their own without being held. Thereafter, the bearer may perform other actions or even move away while the tools work. The tools make a Disable Deviceusing the bearer's skill bonus plus the +2 for being masterwork thieves' tools, taking the normal amount of time to disable the device. When the skill check is completed, the tools remain in place until removed from the device. The tools can animate for up to 10 rounds per day. They can take 10 but cannot take 20. If there aren't enough rounds left in the tools to finish a particular check, the bearer can continue where the animated tools left off as long as she is in the square with the tools when the animation duration runs out.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''knock'', ''mage hand''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Restorative ointment	&amp;quot;&amp;gt;	Restorative ointment	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains 5 applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes the disease (as ''remove disease'' with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as ''cure light wounds'').	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds'', ''neutralize poison'', ''remove disease''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Ring gates	&amp;quot;&amp;gt;	Ring gates	&amp;lt;/span&amp;gt;'''''	(	40,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, or even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through aring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an &amp;quot;entry side&amp;quot; and an &amp;quot;exit side,&amp;quot; both marked with appropriate symbols. The weight listed is per ring.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gate''	'''Cost'''	20,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Rope of climbing	&amp;quot;&amp;gt;	Rope of climbing	&amp;lt;/span&amp;gt;'''''	(	3,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A 60-foot-long ''rope of climbing'' is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A ''rope of climbing'' can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	1,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Rope of entanglement	&amp;quot;&amp;gt;	Rope of entanglement	&amp;lt;/span&amp;gt;'''''	(	21,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	12th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''rope of entanglement'' looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. A ''rope of entanglement'' has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', ''animate rope'' or ''entangle''	'''Cost'''	10,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Rope of knots	&amp;quot;&amp;gt;	Rope of knots	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This rope is 100 feet long and can perform all the functions of a rope of climbing. Furthermore, upon command the ''rope of knots'' snakes out and knots itself into a rope structure. The rope can tie itself into any structure which can be created out of 100 feet of rope. Possible structures include (but are not limited to) a sturdy rope bridge up to 25 feet long, a 10-foot-square net or hammock, or a 40-foot-tall rope ladder. The rope takes up to 10 rounds to create a complex structure or half that time to return itself to a simple coil. The rope has hardness 1 and 20 hit points. It repairs damage to itself at a rate of 2 hit points every 10 minutes.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate rope''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Salve of slipperiness	&amp;quot;&amp;gt;	Salve of slipperiness	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	6th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer's CMD for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting ''grease'' spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine). ''Salve of slipperiness'' is needed to coat the inside of a container meant to hold ''sovereign glue''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''grease''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scabbard of keen edges	&amp;quot;&amp;gt;	Scabbard of keen edges	&amp;lt;/span&amp;gt;'''''	(	16,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This black scabbard is engraved with intricate silver runes that depict all manner of bladed weapons. A ''scabbard of keen edges'' can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts ''keen edge'' on any blade placed within it. Runes similar to those on the outside of the scabbard appear on a blade while it is under this ''keen edge'' effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''keen edge''	'''Cost'''	8,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Scabbard of stanching	&amp;quot;&amp;gt;	Scabbard of stanching	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a ''scabbard of stanching'' protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cure light wounds''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	School of eyes	&amp;quot;&amp;gt;	School of eyes	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	10th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This item is a flask of syrupy fluid with an eyeball floating in it. When a creature drinks the entire flask, 1d4 rounds later he is stunned for 1 round as 1d4+1 floating fish with large eyes for heads crawl out of his flesh. Once these eye-fish free themselves, they hover near the drinker, always staying in the drinker's square, and otherwise function as the eyes from a ''prying eyes'' spell, except they are Tiny rather than Fine. As long as the drinker has at least three of the fish in his square, he gains a +10 competence bonus on sight-based Perception checks. Every 1d6 × 10 minutes, 1d4+1 more eye-fish crawl out of his flesh, stunning him for 1 round each time. Each flask can produce up to 1d4+10 fish total; once this many have appeared, no more are created. The fish remain until they are destroyed or until 10 hours pass from the time the flask was used.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''prying eyes''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seeker's sight	&amp;quot;&amp;gt;	Seeker's sight	&amp;lt;/span&amp;gt;'''''	(	12,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate divination	;	'''CL'''	8th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder using a firearm that has this sight can choose to spend a full-round action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''true seeing''	'''Cost'''	6,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Seer's tea	&amp;quot;&amp;gt;	Seer's tea	&amp;lt;/span&amp;gt;'''''	(	550	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an ''augury'' spell. Additionally, the unbrewed tea can be used as an extra material component when casting ''augury'', removing the need for a focus. In this case, the caster instead reveals information as if she had cast ''divination'' instead.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''augury'' or ''divination''	'''Cost'''	275 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sheath of bladestealth	&amp;quot;&amp;gt;	Sheath of bladestealth	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint illusion	;	'''CL'''	5th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the ''sheath of bladestealth'', both it and the weapon become invisible (as the ''invisibility'' spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus onSleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''invisibility''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Shroud of disintegration	&amp;quot;&amp;gt;	Shroud of disintegration	&amp;lt;/span&amp;gt;'''''	(	3,300	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	10 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	These burial wrappings are made of fine, embroidered materials. When a body is placed inside, speaking a command word turns the body to dust. The magic of the shroud is usable only once, after which the wrappings become ordinary, fine cloth.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disintegrate''	'''Cost'''	1,650 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Silversheen	&amp;quot;&amp;gt;	Silversheen	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This shimmering paste-like substance can be applied to a weapon as a standard action. it gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Singing bell of striking	&amp;quot;&amp;gt;	Singing bell of striking	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	3 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This simple bowl-shaped bell made of either cold iron or silver is played by rubbing a leather mallet along its rim, creating a ringing sound. By playing the bell while meditating or resting to regain ''ki'', the bearer may attune his ki points to the instrument. Once attuned, the bearer's ''ki'' strikes count as cold iron (if the bell is cold iron) or silver (if the bell is silver) instead of magic for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ki points. A creature can only be attuned to one singing bell at a time, and a singing bell can only be attuned to one person at a time. Only creatures whose ''ki'' strikes normally act as magic weapons can use a ''singing bell of striking''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''versatile weapon''	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Snapleaf	&amp;quot;&amp;gt;	Snapleaf	&amp;lt;/span&amp;gt;'''''	(	750	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. Activating a ''snapleaf'' is an immediate action and gives the bearer the benefits of ''feather fall'' and ''invisibility''. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''feather fall'', ''invisibility''	'''Cost'''	375 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Soul soap	&amp;quot;&amp;gt;	Soul soap	&amp;lt;/span&amp;gt;'''''	(	200	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	1st	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small bar of coarse gray soap has tiny pieces of ash, coal, or hard earth embedded in it, leaving anyone washed with it as dirty as before. Washing a creature with the soap requires water and takes 1 minute, after which the creature can attempt a new Will saving throw against any hostile ongoing mind-affecting effect currently affecting it. Unwilling creatures must be pinned or otherwise made helpless before they can be washed. The soap is sufficient to wash one creature.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''resistance''	'''Cost'''	100 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sovereign glue	&amp;quot;&amp;gt;	Sovereign glue	&amp;lt;/span&amp;gt;'''''	(	2,400	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	20th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of ''salve of slipperiness'', and each time any of the bonding agent is poured from the flask, a new application of the ''salve of slipperiness'' must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of ''sovereign glue'', when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask's capacity taken up by the ''salve of slipperiness''. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when ''universal solvent'' is applied to the bond. ''Sovereign glue'' is dissolved by ''universal solvent''. The price and creation cost given are per ounce.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''make whole''	'''Cost'''	1,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Steadfast gut-stone	&amp;quot;&amp;gt;	Steadfast gut-stone	&amp;lt;/span&amp;gt;'''''	(	800	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0. When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage. Only one gut-stone may be in a creature's body at a time. Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''magic stone'', ''shield other''	'''Cost'''	400 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone familiar	&amp;quot;&amp;gt;	Stone familiar	&amp;lt;/span&amp;gt;'''''	(	6,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the ''stone familiar'' to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the ''stone familiar'' to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a ''stone familiar'' immediately knows what spells are stored inside it. A ''stone familiar'' is never found as randomly generated treasure with spells already stored in it.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''share memory'', creator must be a witch	'''Cost'''	3,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone horse	&amp;quot;&amp;gt;	Stone horse	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong transmutation	;	'''CL'''	14th	;	'''Weight'''	6,000 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''Courser''' 10,000 gp; '''Destrier''' 14,800 gp   This item is a roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A ''stone horse'' is combat-trained. A ''stone horse'' can carry 1,000 pounds tirelessly and never needs to rest or eat. Damage dealt to it can be repaired either by feeding it gems (1 hp for every 50 gp value of the gem) or by casting ''stone to flesh'', then using healing spells until it reaches its maximum hit points, at which time it automatically returns to its stone form. There are two sorts of ''stone horses''. *''Courser'': This item has the statistics of a horse with hardness 10. *''Destrier'': This item has the statistics of a heavy horse with hardness 10.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''animate objects'', ''flesh to stone''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of alarm	&amp;quot;&amp;gt;	Stone of alarm	&amp;lt;/span&amp;gt;'''''	(	2,700	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alarm''	'''Cost'''	1,350 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of alliance	&amp;quot;&amp;gt;	Stone of alliance	&amp;lt;/span&amp;gt;'''''	(	5,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint divination	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This tiny sphere of marble can be used to strengthen an existing link between the user and a creature bound to him. When activated by a creature and then swallowed by that creature's animal companion, bonded mount, or familiar, the stone magically remains inside the companion creature. Thereafter, the master is continually aware of the companion's distance, direction, and general condition as if using the spell ''status''. If the master has line of sight to the companion, he may as an immediate action protect the creature from being harmed by one successful attack, taking the full effect of that attack instead. Once per day the master may spend a standard action to transfer the blinded, dazzled, deafened, fatigued, shaken, or sickened condition from the companion to himself. Alternatively, the master may partially transfer the exhausted, frightened, or nauseated condition from the companion to himself, with he and the companion both suffering the lesser version of that condition (fatigued for exhausted, and so on). The master must be within 30 feet of the companion for him to use either aspect of this ability. The stone remains harmlessly inside the companion until it dies, the master dies, or the master dismisses the companion, at which point it crumbles into a worthless powder and is digested.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''shield other'', ''status''	'''Cost'''	2,500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of conjuring earth elementals	&amp;quot;&amp;gt;	Stone of conjuring earth elementals	&amp;lt;/span&amp;gt;'''''	(	90,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	11th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A stone of this nature is typically an oddly shaped bit of roughly polished rock. On command as a full-round action, the bearer may summon an earth elemental. If there is an unbroken piece of unworked stone of at least Huge size nearby, the stone conjures a Huge earth elemental as if using ''summon monster VI''. If there is no such stone available (for example, if there is only sand, earth, worked stone, or smaller pieces of stone), the stone conjures a Large earth elemental as if using ''summon monster V''. The stone cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''summon monster V'', ''summon monster VI''	'''Cost'''	45,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone of good luck (luckstone)	&amp;quot;&amp;gt;	Stone of good luck (luckstone)	&amp;lt;/span&amp;gt;'''''	(	20,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''divine favor''	'''Cost'''	10,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stone salve	&amp;quot;&amp;gt;	Stone salve	&amp;lt;/span&amp;gt;'''''	(	4,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong abjuration and transmutation	;	'''CL'''	13th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to fleshspell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a ''stoneskin'' spell. The price and creation cost given are per ounce.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''stone to flesh'', ''stoneskin''	'''Cost'''	2,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Strand of prayer beads	&amp;quot;&amp;gt;	Strand of prayer beads	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	Varies	;	'''CL'''	Varies	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''Lesser strand''' 9,600 gp; '''Standard strand''' 45,800 gp; '''Greater strand''' 95,800 gp	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item and one of the following spells per bead, as appropriate: ''bless'' (blessing); ''cure serious wounds'', ''remove blindness/deafness'', or ''remove disease'' (healing); ''righteous might'' (karma); ''gate'' (summons); ''chaos hammer'', ''holy smite'', ''order's wrath'', or ''unholy blight'' (smiting); ''wind walk'' (wind walking)	'''Cost'''	'''Lesser strand''' 4,800 gp; '''Normal strand''' 22,900 gp; '''Greater strand''' 47,900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Stubborn nail	&amp;quot;&amp;gt;	Stubborn nail	&amp;lt;/span&amp;gt;'''''	(	100	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1/2 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This adamantine piton is 6 inches long. As a standard action, the bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it as a move action. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed. Once removed, the nail loses all its powers and transforms into a nonmagical iron piton.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''arcane lock'', ''mending''	'''Cost'''	50 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Sustaining spoon	&amp;quot;&amp;gt;	Sustaining spoon	&amp;lt;/span&amp;gt;'''''	(	5,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint conjuration	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	If this seemingly unremarkable utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''create food and water''	'''Cost'''	2,700 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Tome of clear thought	&amp;quot;&amp;gt;	Tome of clear thought	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Intelligence''' 27,500 gp; '''+2 Intelligence''' 55,000 gp; '''+3 Intelligence''' 82,500 gp; '''+4 Intelligence''' 110,000 gp; '''+5 Intelligence''' 137,500 gp  This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''miracle'' or ''wish''	'''Cost'''	'''+1 Intelligence''' 26,250 gp; '''+2 Intelligence''' 52,500 gp; '''+3 Intelligence''' 78,750 gp; '''+4 Intelligence''' 105,000 gp; '''+5 Intelligence''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Tome of leadership and influence	&amp;quot;&amp;gt;	Tome of leadership and influence	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Charisma''' 27,500 gp; '''+2 Charisma''' 55,000 gp; '''+3 Charisma''' 82,500 gp; '''+4 Charisma''' 110,000 gp; '''+5 Charisma''' 137,500 gp  This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''miracle'' or ''wish''	'''Cost'''	'''+1 Charisma''' 26,250 gp; '''+2 Charisma''' 52,500 gp; '''+3 Charisma''' 78,750 gp; '''+4 Charisma''' 105,000 gp; '''+5 Charisma''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Tome of understanding	&amp;quot;&amp;gt;	Tome of understanding	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	strong universal	;	'''CL'''	17th	;	'''Weight'''	5 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''+1 Wisdom''' 27,500 gp; '''+2 Wisdom''' 55,000 gp; '''+3 Wisdom''' 82,500 gp; '''+4 Wisdom''' 110,000 gp; '''+5 Wisdom''' 137,500 gp   This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''miracle'' or ''wish''	'''Cost'''	'''+1 Wisdom''' 26,250 gp; '''+2 Wisdom''' 52,500 gp; '''+3 Wisdom''' 78,750 gp; '''+4 Wisdom''' 105,000 gp; '''+5 Wisdom''' 131,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Traveler's any-tool	&amp;quot;&amp;gt;	Traveler's any-tool	&amp;lt;/span&amp;gt;'''''	(	250	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	2 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''major creation''	'''Cost'''	125 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Treasurer's seal	&amp;quot;&amp;gt;	Treasurer's seal	&amp;lt;/span&amp;gt;'''''	(	10,000	)&amp;lt;br /&amp;gt;	'''Aura'''	faint abjuration	;	'''CL'''	3rd	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Six inches in diameter, one side of this porcelain seal shows a many-keyholed padlock, while the other displays a lightning bolt superimposed on an open hand. The padlock side is used to lock and alarm doors, chests, and other portals. The bearer may speak a command word to activate it when holding it against a lockable item. If the padlock side of the seal is touching the item, it bestows an alarm(mental alarm) and arcane lock on the target item. If the lightning bolt side of the seal is touching the item, it casts fire trap on the lock (the seal must be held to the lock for 10 minutes to use this ability). A creature carrying the seal can speak a command word to suspend its effects on an item for 1 minute. This ability is usable at will, but only works on effects created by that specific seal. The seal can be used at will but can only maintain effects on three items at any given time. Using it on a fourth item automatically negates the oldest effect.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alarm'', ''arcane lock'', ''fire trap''	'''Cost'''	5,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Unguent of timelessness	&amp;quot;&amp;gt;	Unguent of timelessness	&amp;lt;/span&amp;gt;'''''	(	150	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gentle repose''	'''Cost'''	75 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Universal solvent	&amp;quot;&amp;gt;	Universal solvent	&amp;lt;/span&amp;gt;'''''	(	50	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This substance has the unique property of being able to dissolve ''sovereign glue'', tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''acid arrow''	'''Cost'''	25gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Void dust	&amp;quot;&amp;gt;	Void dust	&amp;lt;/span&amp;gt;'''''	(	4,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	11th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	Infused with the essence of destruction, a pinch of void dust unmakes force effects. If sprinkled on or thrown at a force effect, it acts as a ''dispel magic'', unless the force effect is immune to ''dispel magic'', in which case it acts like ''disintegrate''. ''Void dust'' can be sprinkled on an adjacent force effect or thrown up to 10 feet. No attack roll is required. A single pinch affects only a single force effect. A found container holds three pinches.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''disintegrate''	'''Cost'''	2,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Void pennant	&amp;quot;&amp;gt;	Void pennant	&amp;lt;/span&amp;gt;'''''	(	14,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate abjuration	;	'''CL'''	10th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This long tapering pennant resembles a stylized serpentine figure wearing a shimmering crown. The figure's claws function as clasps, attaching it to a lance, polearm, frame, or staff. The pennant has no effect when not mounted properly, or when activated by a lawfully aligned creature. Planting the pennant in the ground generates an area of twisted space around the flag out to a range of 30 feet. Any creature that teleports into or out of this area is nauseated for 1 round (a DC 18 Fortitude save reduces this penalty to sickened). Any creature may end the effect by uprooting the pennant as a standard action. The pennant functions for 10 rounds per day. These rounds do not need to be consecutive.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''dimensional anchor''	'''Cost'''	7,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Volatile vaporizer	&amp;quot;&amp;gt;	Volatile vaporizer	&amp;lt;/span&amp;gt;'''''	(	varies	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	4th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	'''1st-level''' 2,200 gp; '''2nd-level''' 3,000 gp; '''3rd-level''' 3,800 gp   This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alchemical allocation''	'''Cost'''	'''1st-level''' 1,100 gp; '''2nd-level''' 1,500 gp; '''3rd-level''' 1,900 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	War paint of the terrible visage	&amp;quot;&amp;gt;	War paint of the terrible visage	&amp;lt;/span&amp;gt;'''''	(	100	)&amp;lt;br /&amp;gt;	'''Aura'''	faint necromancy	;	'''CL'''	1st	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by ''cause fear'' (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''cause fear''	'''Cost'''	50 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wasp nest of swarming	&amp;quot;&amp;gt;	Wasp nest of swarming	&amp;lt;/span&amp;gt;'''''	(	1,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate conjuration	;	'''CL'''	9th	;	'''Weight'''	4 lbs.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This is a hand-sized replica of a wasp's nest, crafted out of paper. It is extremely fragile and comes in a snug rigid case. If the nest is placed on the floor or ground, each time a creature passes through that square there is a 50% chance that it kicks or steps on the nest, triggering it. The nest may instead be thrown (range increment 10 feet), triggering when it strikes a hard surface or a creature. When triggered, the nest creates a wasp swarm that attacks the nearest creature and follows it until it is dead, the swarm is killed, or the swarm is unable to reach the target, at which point the swarm attacks the next nearest creature. If the swarm can't find any targets, it waits in place until another creature appears. The swarm dissipates 9 minutes after being released.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''insect plague''	'''Cost'''	500 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Waters of transfiguration	&amp;quot;&amp;gt;	Waters of transfiguration	&amp;lt;/span&amp;gt;'''''	(	12,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This small lacquered box made from exotic and colorful woods contains five vials and a single dropper. The vials are labeled &amp;quot;glass,&amp;quot; &amp;quot;iron,&amp;quot; &amp;quot;paper,&amp;quot; &amp;quot;stone,&amp;quot; and &amp;quot;wood,&amp;quot; and each contains a magical fluid that permanently transforms solid objects it touches into that material. Administering the fluid requires the included dropper, is a standard action, and provokes an attack of opportunity (similar to drinking a potion, and the attacker can strike at the dropper instead of the bearer). For example, using the vial marked &amp;quot;paper&amp;quot; on a lock transforms the lock into paper, with all of the various properties of paper (hardness, hit points, flammability, and so on). If the target object has a volume of one cubic foot or less, the transformation occurs instantly. Larger objects slowly transform at a rate of 1 hour per cubic foot of material (maximum 10 cubic feet affected). Each vial contains 5 applications of that particular fluid. Magical and attended objects may resist this transformation with a successful DC 17 Fortitude save.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''fabricate''	'''Cost'''	6,250 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Well of many worlds	&amp;quot;&amp;gt;	Well of many worlds	&amp;lt;/span&amp;gt;'''''	(	82,000	)&amp;lt;br /&amp;gt;	'''Aura'''	strong conjuration	;	'''CL'''	17th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This strange, interdimensional device looks just like a ''portable hole''. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, it opens to a new plane (also randomly determined). It can be picked up, folded, or rolled, just as a ''portable hole'' can be. Objects from the world the well touches can come through the opening just as easily—it is a two-way portal.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gate''	'''Cost'''	41,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Werewhistle	&amp;quot;&amp;gt;	Werewhistle	&amp;lt;/span&amp;gt;'''''	(	8,000	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate transmutation	;	'''CL'''	9th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	The whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycanthrope within 30 feet to make a DC 17 Will save or be forced back into its humanoid form for the next 24 hours.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''baleful polymorph''	'''Cost'''	4,000 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wind fan	&amp;quot;&amp;gt;	Wind fan	&amp;lt;/span&amp;gt;'''''	(	5,500	)&amp;lt;br /&amp;gt;	'''Aura'''	faint evocation	;	'''CL'''	5th	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	A ''wind fan'' appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to duplicate a ''gust of wind'' spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''gust of wind''	'''Cost'''	2,750 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Wind-caller compass	&amp;quot;&amp;gt;	Wind-caller compass	&amp;lt;/span&amp;gt;'''''	(	4,400	)&amp;lt;br /&amp;gt;	'''Aura'''	faint transmutation	;	'''CL'''	3rd	;	'''Weight'''	-	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind four times per day as if using ''alter winds''.	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''alter winds''	'''Cost'''	2,200 gp	&amp;lt;/div&amp;gt;																		&lt;br /&gt;
&amp;lt;div style=&amp;quot;{{PadBottom|10}}&amp;quot;&amp;gt;	'''''&amp;lt;span id=&amp;quot;	Word bottle	&amp;quot;&amp;gt;	Word bottle	&amp;lt;/span&amp;gt;'''''	(	1,500	)&amp;lt;br /&amp;gt;	'''Aura'''	moderate evocation	;	'''CL'''	7th	;	'''Weight'''	1 lb.	&amp;lt;br /&amp;gt; 	''DESCRIPTION'' &amp;lt;br /&amp;gt;	This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. As a full-round action, a spellcaster can cast a targeted language-dependent spell of 3rd level or lower into the flask as a full round action, which covers the parchment with magical writing and charges the flask with power. The flask cannot be used with spells that have a casting time longer than 1 full round. Any of the spell's variables that are determined by its caster (such as commands given to the spell's target) are decided when the spell is cast into the bottle. The charged flask can be thrown as a splash weapon with a range increment of 10 feet. The flask shatters and is destroyed upon impact, releasing the stored spell. A creature struck by the flask is subject to the effects of spell contained within, just as if it had been the target of the spell. Creatures within 5 feet of the flask when it breaks hear whispery echoes of the spell's words and are also subject to its effects, though they receive a +5 bonus on their saves to resist the spell. If the spell does not ordinarily allow a save, creatures caught in the splash radius may still make a Will save to negate it (with the +5 bonus).	&amp;lt;br /&amp;gt;''CONSTRUCTION''	&amp;lt;br /&amp;gt;'''Requirements'''	Craft Wondrous Item, ''imbue with spell ability''	'''Cost'''	750 gp	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Slotless]]&lt;br /&gt;
[[Category:Magic Items|Slotless]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31219</id>
		<title>Prosthetics RPP Spend</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31219"/>
		<updated>2019-02-20T00:33:48Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Prosthetic Spends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | About Prosthetic Spends&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| [[image:rpp_limited.gif]] &lt;br /&gt;
|The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.&lt;br /&gt;
&lt;br /&gt;
Be aware, if the prosthetic is nonfunctional or missing for any reason, [http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part the following penalties apply]. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.&lt;br /&gt;
&lt;br /&gt;
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Material inspired by 4 Winds Fantasy Gaming.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prosthetic Spends==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | [[image:rpp_limited.gif]] [[image:rpp_tiered.gif]] Prosthetic&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Tier&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T1&amp;lt;/p&amp;gt; &lt;br /&gt;
|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following:&lt;br /&gt;
&lt;br /&gt;
:''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. &lt;br /&gt;
&lt;br /&gt;
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Leg:'' The sf-x of the leg may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Eye:'' The eye is made of a common gem of some type. This is upgradable at higher tiers. (An artificial eye uses your MI eye slot; however, see Backup Prosthetics!)&lt;br /&gt;
&lt;br /&gt;
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T2&amp;lt;/p&amp;gt;&lt;br /&gt;
|You've spent some efforts on upgrades. You gain access to the Prosthetic Tokens, below, and receive one for free at this time. In addition, select '''one''' of the following: &lt;br /&gt;
:'''Special Material Construction:''' You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only the rates, below. Special material construction also means that attacks with an adamantine arm would count as adamantine, and so on. In addition:&lt;br /&gt;
&lt;br /&gt;
::Adamantine (2,000 gold) adds to the prosthetic:&lt;br /&gt;
::* DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm.&lt;br /&gt;
::* DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Mithral (750 gold) adds to the prosthetic:&lt;br /&gt;
::*+15 hardness, and +7 hit points to a prosthetic arm.&lt;br /&gt;
::* +15 hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Spirit (200 gold) adds to the prosthetic:&lt;br /&gt;
::* +10 to the hardness and +7 hit points to a prosthetic arm. &lt;br /&gt;
::* +10 to the hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Spirit is not available for weapons.&lt;br /&gt;
&lt;br /&gt;
:: Priceless Gem (0 gold) adds to the prosthetic:&lt;br /&gt;
::* +2 competence bonus to social skill checks with khazad&lt;br /&gt;
::* +2 competence bonus to social skill checks with nobility&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' &lt;br /&gt;
::''Weapon Hand:'' Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm or Leg:'' Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 enhancement bonus in any one physical stat. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T3&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic draws wolf whistles from gobber artificers. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' &lt;br /&gt;
::''Weapon Hand:'' You receive a +3 competence bonus to intimidate checks. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm:'' Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Leg:'' Increase your land speed by 5 ft. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' +3 competence bonus to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T4&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;br /&gt;
&lt;br /&gt;
:: ''Special Option:'' If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T5&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' As above.&lt;br /&gt;
&lt;br /&gt;
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, ''The Mechanical Future of Life,'' or have paintings added on occasion in Artificer Halls. But only of the prosthetic. &lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[image:rpp_token.gif]] Prosthetic Token Spends&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Reward	&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Retracta-what?!'''&lt;br /&gt;
|Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'.&lt;br /&gt;
|5 RPP, T1+, Weapon Hand Prosthetic, light or one-handed weapon&lt;br /&gt;
|-&lt;br /&gt;
|'''We Shall Overcome'''&lt;br /&gt;
|You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant'''&lt;br /&gt;
|Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''What, Again?'''&lt;br /&gt;
|You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Prosthetic'''&lt;br /&gt;
|You've added armor-grade leather or steel to your prosthetic.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Weapon'''&lt;br /&gt;
|Your retractable weapon is now concealed within the arm, making it harder to spot. You gain a +4 to Sleight of Hand to concealment for that weapon, additionally it only takes a move action to draw (instead of the usual standard action for drawing a concealed weapon).&lt;br /&gt;
|10 RPP, T2+, Retracta-what?!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
==== Armored Prosthetics ====&lt;br /&gt;
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.&lt;br /&gt;
&lt;br /&gt;
Leather armor adds to the prosthetic:&lt;br /&gt;
* +2 to the hardness and +5 hit points to a prosthetic arm.''Weight:'' 2 lbs.&lt;br /&gt;
* +2 to the hardness and +7 hit points to a prosthetic leg. ''Weight:'' 4 lbs.&lt;br /&gt;
&lt;br /&gt;
Steel armor adds to the prosthetic:&lt;br /&gt;
* +10 to the hardness and +7 hit points to a prosthetic arm. ''Weight:'' 4 lbs.&lt;br /&gt;
* +10 to the hardness and +15 hit points to a prosthetic leg. ''Weight:'' 6 lbs.&lt;br /&gt;
&lt;br /&gt;
====Backup Prosthetics====&lt;br /&gt;
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). &lt;br /&gt;
&lt;br /&gt;
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31218</id>
		<title>Prosthetics RPP Spend</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31218"/>
		<updated>2019-02-19T21:56:41Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Prosthetic Spends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | About Prosthetic Spends&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| [[image:rpp_limited.gif]] &lt;br /&gt;
|The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.&lt;br /&gt;
&lt;br /&gt;
Be aware, if the prosthetic is nonfunctional or missing for any reason, [http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part the following penalties apply]. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.&lt;br /&gt;
&lt;br /&gt;
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Material inspired by 4 Winds Fantasy Gaming.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prosthetic Spends==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | [[image:rpp_limited.gif]] [[image:rpp_tiered.gif]] Prosthetic&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Tier&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T1&amp;lt;/p&amp;gt; &lt;br /&gt;
|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following:&lt;br /&gt;
&lt;br /&gt;
:''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. &lt;br /&gt;
&lt;br /&gt;
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Leg:'' The sf-x of the leg may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Eye:'' The eye is made of a common gem of some type. This is upgradable at higher tiers. (An artificial eye uses your MI eye slot; however, see Backup Prosthetics!)&lt;br /&gt;
&lt;br /&gt;
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T2&amp;lt;/p&amp;gt;&lt;br /&gt;
|You've spent some efforts on upgrades. You gain access to the Prosthetic Tokens, below, and receive one for free at this time. In addition, select '''one''' of the following: &lt;br /&gt;
:'''Special Material Construction:''' You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only the rates, below. Special material construction also means that attacks with an adamantine arm would count as adamantine, and so on. In addition:&lt;br /&gt;
&lt;br /&gt;
::Adamantine (2,000 gold) adds to the prosthetic:&lt;br /&gt;
::* DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm.&lt;br /&gt;
::* DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Mithral (750 gold) adds to the prosthetic:&lt;br /&gt;
::*+15 hardness, and +7 hit points to a prosthetic arm.&lt;br /&gt;
::* +15 hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Spirit (200 gold) adds to the prosthetic:&lt;br /&gt;
::* +10 to the hardness and +7 hit points to a prosthetic arm. &lt;br /&gt;
::* +10 to the hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Spirit is not available for weapons.&lt;br /&gt;
&lt;br /&gt;
:: Priceless Gem (0 gold) adds to the prosthetic:&lt;br /&gt;
::* +2 competence bonus to social skill checks with khazad&lt;br /&gt;
::* +2 competence bonus to social skill checks with nobility&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' &lt;br /&gt;
::''Weapon Hand:'' Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm or Leg:'' Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 enhancement bonus in any one physical stat. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T3&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic draws wolf whistles from gobber artificers. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' &lt;br /&gt;
::''Weapon Hand:'' You receive a +3 competence bonus to intimidate checks. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm:'' Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Leg:'' Increase your land speed by 5 ft. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' +3 competence bonus to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T4&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;br /&gt;
&lt;br /&gt;
:: ''Special Option:'' If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T5&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' As above.&lt;br /&gt;
&lt;br /&gt;
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, ''The Mechanical Future of Life,'' or have paintings added on occasion in Artificer Halls. But only of the prosthetic. &lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[image:rpp_token.gif]] Prosthetic Token Spends&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Reward	&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Retracta-what?!'''&lt;br /&gt;
|Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'.&lt;br /&gt;
|5 RPP, T1+, Weapon Hand Prosthetic&lt;br /&gt;
|-&lt;br /&gt;
|'''We Shall Overcome'''&lt;br /&gt;
|You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant'''&lt;br /&gt;
|Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''What, Again?'''&lt;br /&gt;
|You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Prosthetic'''&lt;br /&gt;
|You've added armor-grade leather or steel to your prosthetic.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Weapon'''&lt;br /&gt;
|Your retractable weapon is now concealed within the arm, making it harder to spot. You gain a +4 to Sleight of Hand to concealment for that weapon, additionally it only takes a move action to draw (instead of the usual standard action for drawing a concealed weapon).&lt;br /&gt;
|10 RPP, T2+, Retracta-what?!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
==== Armored Prosthetics ====&lt;br /&gt;
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.&lt;br /&gt;
&lt;br /&gt;
Leather armor adds to the prosthetic:&lt;br /&gt;
* +2 to the hardness and +5 hit points to a prosthetic arm.''Weight:'' 2 lbs.&lt;br /&gt;
* +2 to the hardness and +7 hit points to a prosthetic leg. ''Weight:'' 4 lbs.&lt;br /&gt;
&lt;br /&gt;
Steel armor adds to the prosthetic:&lt;br /&gt;
* +10 to the hardness and +7 hit points to a prosthetic arm. ''Weight:'' 4 lbs.&lt;br /&gt;
* +10 to the hardness and +15 hit points to a prosthetic leg. ''Weight:'' 6 lbs.&lt;br /&gt;
&lt;br /&gt;
====Backup Prosthetics====&lt;br /&gt;
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). &lt;br /&gt;
&lt;br /&gt;
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31217</id>
		<title>Prosthetics RPP Spend</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31217"/>
		<updated>2019-02-19T21:52:39Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Prosthetic Spends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | About Prosthetic Spends&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| [[image:rpp_limited.gif]] &lt;br /&gt;
|The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.&lt;br /&gt;
&lt;br /&gt;
Be aware, if the prosthetic is nonfunctional or missing for any reason, [http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part the following penalties apply]. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.&lt;br /&gt;
&lt;br /&gt;
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Material inspired by 4 Winds Fantasy Gaming.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prosthetic Spends==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | [[image:rpp_limited.gif]] [[image:rpp_tiered.gif]] Prosthetic&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Tier&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T1&amp;lt;/p&amp;gt; &lt;br /&gt;
|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following:&lt;br /&gt;
&lt;br /&gt;
:''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. &lt;br /&gt;
&lt;br /&gt;
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Leg:'' The sf-x of the leg may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Eye:'' The eye is made of a common gem of some type. This is upgradable at higher tiers. (An artificial eye uses your MI eye slot; however, see Backup Prosthetics!)&lt;br /&gt;
&lt;br /&gt;
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T2&amp;lt;/p&amp;gt;&lt;br /&gt;
|You've spent some efforts on upgrades. You gain access to the Prosthetic Tokens, below, and receive one for free at this time. In addition, select '''one''' of the following: &lt;br /&gt;
:'''Special Material Construction:''' You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only the rates, below. Special material construction also means that attacks with an adamantine arm would count as adamantine, and so on. In addition:&lt;br /&gt;
&lt;br /&gt;
::Adamantine (2,000 gold) adds to the prosthetic:&lt;br /&gt;
::* DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm.&lt;br /&gt;
::* DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Mithral (750 gold) adds to the prosthetic:&lt;br /&gt;
::*+15 hardness, and +7 hit points to a prosthetic arm.&lt;br /&gt;
::* +15 hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Spirit (200 gold) adds to the prosthetic:&lt;br /&gt;
::* +10 to the hardness and +7 hit points to a prosthetic arm. &lt;br /&gt;
::* +10 to the hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Spirit is not available for weapons.&lt;br /&gt;
&lt;br /&gt;
:: Priceless Gem (0 gold) adds to the prosthetic:&lt;br /&gt;
::* +2 competence bonus to social skill checks with khazad&lt;br /&gt;
::* +2 competence bonus to social skill checks with nobility&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' &lt;br /&gt;
::''Weapon Hand:'' Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm or Leg:'' Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 enhancement bonus in any one physical stat. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T3&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic draws wolf whistles from gobber artificers. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' &lt;br /&gt;
::''Weapon Hand:'' You receive a +3 competence bonus to intimidate checks. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm:'' Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Leg:'' Increase your land speed by 5 ft. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' +3 competence bonus to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T4&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;br /&gt;
&lt;br /&gt;
:: ''Special Option:'' If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T5&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' As above.&lt;br /&gt;
&lt;br /&gt;
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, ''The Mechanical Future of Life,'' or have paintings added on occasion in Artificer Halls. But only of the prosthetic. &lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[image:rpp_token.gif]] Prosthetic Token Spends&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Reward	&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Retracta-what?!'''&lt;br /&gt;
|Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'.&lt;br /&gt;
|5 RPP, T1+&lt;br /&gt;
|-&lt;br /&gt;
|'''We Shall Overcome'''&lt;br /&gt;
|You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant'''&lt;br /&gt;
|Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''What, Again?'''&lt;br /&gt;
|You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Prosthetic'''&lt;br /&gt;
|You've added armor-grade leather or steel to your prosthetic.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Weapon'''&lt;br /&gt;
|Your retractable weapon is now concealed within the arm, making it harder to spot. You gain a +4 to Sleight of Hand to concealment for that weapon, additionally it only takes a move action to draw (instead of the usual standard action for drawing a concealed weapon).&lt;br /&gt;
|10 RPP, T2+, Retracta-what?!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
==== Armored Prosthetics ====&lt;br /&gt;
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.&lt;br /&gt;
&lt;br /&gt;
Leather armor adds to the prosthetic:&lt;br /&gt;
* +2 to the hardness and +5 hit points to a prosthetic arm.''Weight:'' 2 lbs.&lt;br /&gt;
* +2 to the hardness and +7 hit points to a prosthetic leg. ''Weight:'' 4 lbs.&lt;br /&gt;
&lt;br /&gt;
Steel armor adds to the prosthetic:&lt;br /&gt;
* +10 to the hardness and +7 hit points to a prosthetic arm. ''Weight:'' 4 lbs.&lt;br /&gt;
* +10 to the hardness and +15 hit points to a prosthetic leg. ''Weight:'' 6 lbs.&lt;br /&gt;
&lt;br /&gt;
====Backup Prosthetics====&lt;br /&gt;
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). &lt;br /&gt;
&lt;br /&gt;
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31216</id>
		<title>Prosthetics RPP Spend</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31216"/>
		<updated>2019-02-19T21:41:28Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Prosthetic Spends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | About Prosthetic Spends&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| [[image:rpp_limited.gif]] &lt;br /&gt;
|The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.&lt;br /&gt;
&lt;br /&gt;
Be aware, if the prosthetic is nonfunctional or missing for any reason, [http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part the following penalties apply]. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.&lt;br /&gt;
&lt;br /&gt;
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Material inspired by 4 Winds Fantasy Gaming.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prosthetic Spends==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | [[image:rpp_limited.gif]] [[image:rpp_tiered.gif]] Prosthetic&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Tier&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T1&amp;lt;/p&amp;gt; &lt;br /&gt;
|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following:&lt;br /&gt;
&lt;br /&gt;
:''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. &lt;br /&gt;
&lt;br /&gt;
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Leg:'' The sf-x of the leg may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Eye:'' The eye is made of a common gem of some type. This is upgradable at higher tiers. (An artificial eye uses your MI eye slot; however, see Backup Prosthetics!)&lt;br /&gt;
&lt;br /&gt;
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T2&amp;lt;/p&amp;gt;&lt;br /&gt;
|You've spent some efforts on upgrades. You gain access to the Prosthetic Tokens, below, and receive one for free at this time. In addition, select '''one''' of the following: &lt;br /&gt;
:'''Special Material Construction:''' You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only the rates, below. Special material construction also means that attacks with an adamantine arm would count as adamantine, and so on. In addition:&lt;br /&gt;
&lt;br /&gt;
::Adamantine (2,000 gold) adds to the prosthetic:&lt;br /&gt;
::* DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm.&lt;br /&gt;
::* DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Mithral (750 gold) adds to the prosthetic:&lt;br /&gt;
::*+15 hardness, and +7 hit points to a prosthetic arm.&lt;br /&gt;
::* +15 hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Spirit (200 gold) adds to the prosthetic:&lt;br /&gt;
::* +10 to the hardness and +7 hit points to a prosthetic arm. &lt;br /&gt;
::* +10 to the hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Spirit is not available for weapons.&lt;br /&gt;
&lt;br /&gt;
:: Priceless Gem (0 gold) adds to the prosthetic:&lt;br /&gt;
::* +2 competence bonus to social skill checks with khazad&lt;br /&gt;
::* +2 competence bonus to social skill checks with nobility&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' &lt;br /&gt;
::''Weapon Hand:'' Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm or Leg:'' Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 enhancement bonus in any one physical stat. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T3&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic draws wolf whistles from gobber artificers. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' &lt;br /&gt;
::''Weapon Hand:'' You receive a +3 competence bonus to intimidate checks. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm:'' Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Leg:'' Increase your land speed by 5 ft. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' +3 competence bonus to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T4&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;br /&gt;
&lt;br /&gt;
:: ''Special Option:'' If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T5&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' As above.&lt;br /&gt;
&lt;br /&gt;
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, ''The Mechanical Future of Life,'' or have paintings added on occasion in Artificer Halls. But only of the prosthetic. &lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[image:rpp_token.gif]] Prosthetic Token Spends&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Reward	&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Retracta-what?!'''&lt;br /&gt;
|Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'.&lt;br /&gt;
|5 RPP, T1+&lt;br /&gt;
|-&lt;br /&gt;
|'''We Shall Overcome'''&lt;br /&gt;
|You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant'''&lt;br /&gt;
|Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''What, Again?'''&lt;br /&gt;
|You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Prosthetic'''&lt;br /&gt;
|You've added armor-grade leather or steel to your prosthetic.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|'''Hidden Weapon'''&lt;br /&gt;
|Your retractable weapon is now concealed within the arm, making it harder to spot. You gain a +4 to Sleight of Hand to concealment for that weapon, additionally it only takes a move action to draw (instead of the usual standard action for drawing a concealed weapon).&lt;br /&gt;
|10 RPP, T2+, Retracta-what?!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
==== Armored Prosthetics ====&lt;br /&gt;
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.&lt;br /&gt;
&lt;br /&gt;
Leather armor adds to the prosthetic:&lt;br /&gt;
* +2 to the hardness and +5 hit points to a prosthetic arm.''Weight:'' 2 lbs.&lt;br /&gt;
* +2 to the hardness and +7 hit points to a prosthetic leg. ''Weight:'' 4 lbs.&lt;br /&gt;
&lt;br /&gt;
Steel armor adds to the prosthetic:&lt;br /&gt;
* +10 to the hardness and +7 hit points to a prosthetic arm. ''Weight:'' 4 lbs.&lt;br /&gt;
* +10 to the hardness and +15 hit points to a prosthetic leg. ''Weight:'' 6 lbs.&lt;br /&gt;
&lt;br /&gt;
====Backup Prosthetics====&lt;br /&gt;
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). &lt;br /&gt;
&lt;br /&gt;
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31215</id>
		<title>Prosthetics RPP Spend</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31215"/>
		<updated>2019-02-19T21:25:47Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Prosthetic Spends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | About Prosthetic Spends&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| [[image:rpp_limited.gif]] &lt;br /&gt;
|The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.&lt;br /&gt;
&lt;br /&gt;
Be aware, if the prosthetic is nonfunctional or missing for any reason, [http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part the following penalties apply]. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.&lt;br /&gt;
&lt;br /&gt;
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Material inspired by 4 Winds Fantasy Gaming.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prosthetic Spends==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | [[image:rpp_limited.gif]] [[image:rpp_tiered.gif]] Prosthetic&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Tier&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T1&amp;lt;/p&amp;gt; &lt;br /&gt;
|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following:&lt;br /&gt;
&lt;br /&gt;
:''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. &lt;br /&gt;
&lt;br /&gt;
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Leg:'' The sf-x of the leg may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Eye:'' The eye is made of a common gem of some type. This is upgradable at higher tiers. (An artificial eye uses your MI eye slot; however, see Backup Prosthetics!)&lt;br /&gt;
&lt;br /&gt;
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T2&amp;lt;/p&amp;gt;&lt;br /&gt;
|You've spent some efforts on upgrades. You gain access to the Prosthetic Tokens, below, and receive one for free at this time. In addition, select '''one''' of the following: &lt;br /&gt;
:'''Special Material Construction:''' You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only the rates, below. Special material construction also means that attacks with an adamantine arm would count as adamantine, and so on. In addition:&lt;br /&gt;
&lt;br /&gt;
::Adamantine (2,000 gold) adds to the prosthetic:&lt;br /&gt;
::* DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm.&lt;br /&gt;
::* DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Mithral (750 gold) adds to the prosthetic:&lt;br /&gt;
::*+15 hardness, and +7 hit points to a prosthetic arm.&lt;br /&gt;
::* +15 hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Spirit (200 gold) adds to the prosthetic:&lt;br /&gt;
::* +10 to the hardness and +7 hit points to a prosthetic arm. &lt;br /&gt;
::* +10 to the hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Spirit is not available for weapons.&lt;br /&gt;
&lt;br /&gt;
:: Priceless Gem (0 gold) adds to the prosthetic:&lt;br /&gt;
::* +2 competence bonus to social skill checks with khazad&lt;br /&gt;
::* +2 competence bonus to social skill checks with nobility&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' &lt;br /&gt;
::''Weapon Hand:'' Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm or Leg:'' Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 enhancement bonus in any one physical stat. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T3&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic draws wolf whistles from gobber artificers. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' &lt;br /&gt;
::''Weapon Hand:'' You receive a +3 competence bonus to intimidate checks. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm:'' Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Leg:'' Increase your land speed by 5 ft. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' +3 competence bonus to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T4&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;br /&gt;
&lt;br /&gt;
:: ''Special Option:'' If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T5&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' As above.&lt;br /&gt;
&lt;br /&gt;
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, ''The Mechanical Future of Life,'' or have paintings added on occasion in Artificer Halls. But only of the prosthetic. &lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[image:rpp_token.gif]] Prosthetic Token Spends&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Reward	&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Retracta-what?!'''&lt;br /&gt;
|Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'.&lt;br /&gt;
|5 RPP, T1+&lt;br /&gt;
|-&lt;br /&gt;
|'''We Shall Overcome'''&lt;br /&gt;
|You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant'''&lt;br /&gt;
|Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''What, Again?'''&lt;br /&gt;
|You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Prosthetic'''&lt;br /&gt;
|You've added armor-grade leather or steel to your prosthetic.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
==== Armored Prosthetics ====&lt;br /&gt;
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.&lt;br /&gt;
&lt;br /&gt;
Leather armor adds to the prosthetic:&lt;br /&gt;
* +2 to the hardness and +5 hit points to a prosthetic arm.''Weight:'' 2 lbs.&lt;br /&gt;
* +2 to the hardness and +7 hit points to a prosthetic leg. ''Weight:'' 4 lbs.&lt;br /&gt;
&lt;br /&gt;
Steel armor adds to the prosthetic:&lt;br /&gt;
* +10 to the hardness and +7 hit points to a prosthetic arm. ''Weight:'' 4 lbs.&lt;br /&gt;
* +10 to the hardness and +15 hit points to a prosthetic leg. ''Weight:'' 6 lbs.&lt;br /&gt;
&lt;br /&gt;
====Backup Prosthetics====&lt;br /&gt;
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). &lt;br /&gt;
&lt;br /&gt;
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31214</id>
		<title>Prosthetics RPP Spend</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Prosthetics_RPP_Spend&amp;diff=31214"/>
		<updated>2019-02-19T21:22:26Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* Prosthetic Spends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | About Prosthetic Spends&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| [[image:rpp_limited.gif]] &lt;br /&gt;
|The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.&lt;br /&gt;
&lt;br /&gt;
Be aware, if the prosthetic is nonfunctional or missing for any reason, [http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part the following penalties apply]. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.&lt;br /&gt;
&lt;br /&gt;
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Material inspired by 4 Winds Fantasy Gaming.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prosthetic Spends==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; | [[image:rpp_limited.gif]] [[image:rpp_tiered.gif]] Prosthetic&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Tier&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ccc;&amp;quot; valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T1&amp;lt;/p&amp;gt; &lt;br /&gt;
|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following:&lt;br /&gt;
&lt;br /&gt;
:''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. &lt;br /&gt;
&lt;br /&gt;
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Leg:'' The sf-x of the leg may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.&lt;br /&gt;
&lt;br /&gt;
:''Artificial Eye:'' The eye is made of a common gem of some type. This is upgradable at higher tiers. (An artificial eye uses your MI eye slot; however, see Backup Prosthetics!)&lt;br /&gt;
&lt;br /&gt;
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T2&amp;lt;/p&amp;gt;&lt;br /&gt;
|You've spent some efforts on upgrades. You gain access to the Prosthetic Tokens, below, and receive one for free at this time. In addition, select '''one''' of the following: &lt;br /&gt;
:'''Special Material Construction:''' You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only the rates, below. Special material construction also means that attacks with an adamantine arm would count as adamantine, and so on. In addition:&lt;br /&gt;
&lt;br /&gt;
::Adamantine (2,000 gold) adds to the prosthetic:&lt;br /&gt;
::* DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm.&lt;br /&gt;
::* DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Mithral (750 gold) adds to the prosthetic:&lt;br /&gt;
::*+15 hardness, and +7 hit points to a prosthetic arm.&lt;br /&gt;
::* +15 hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Weapon is as normal.&lt;br /&gt;
&lt;br /&gt;
::Spirit (200 gold) adds to the prosthetic:&lt;br /&gt;
::* +10 to the hardness and +7 hit points to a prosthetic arm. &lt;br /&gt;
::* +10 to the hardness and +15 hit points to a prosthetic leg. &lt;br /&gt;
::* Spirit is not available for weapons.&lt;br /&gt;
&lt;br /&gt;
:: Priceless Gem (0 gold) adds to the prosthetic:&lt;br /&gt;
::* +2 competence bonus to social skill checks with khazad&lt;br /&gt;
::* +2 competence bonus to social skill checks with nobility&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' &lt;br /&gt;
::''Weapon Hand:'' Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm or Leg:'' Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 enhancement bonus in any one physical stat. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|5 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T3&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic draws wolf whistles from gobber artificers. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' &lt;br /&gt;
::''Weapon Hand:'' You receive a +3 competence bonus to intimidate checks. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Arm:'' Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Leg:'' Increase your land speed by 5 ft. Selectable once.&lt;br /&gt;
&lt;br /&gt;
::''Artificial Eye:'' +3 competence bonus to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T4&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;br /&gt;
&lt;br /&gt;
:: ''Special Option:'' If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &amp;lt;p style=&amp;quot;font-size:large; font-weight:bold;&amp;quot;&amp;gt;T5&amp;lt;/p&amp;gt;&lt;br /&gt;
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following. &lt;br /&gt;
:'''Special Material Construction:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose I:''' As above.&lt;br /&gt;
&lt;br /&gt;
:'''Enhanced Purpose II:''' As above.&lt;br /&gt;
&lt;br /&gt;
: '''Backup Prosthetic:''' As above.&lt;br /&gt;
&lt;br /&gt;
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, ''The Mechanical Future of Life,'' or have paintings added on occasion in Artificer Halls. But only of the prosthetic. &lt;br /&gt;
&lt;br /&gt;
|10 RPP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|[[image:rpp_token.gif]] Prosthetic Token Spends&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Reward	&lt;br /&gt;
|Benefit&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|'''Retracta-what?!'''&lt;br /&gt;
|Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal.&lt;br /&gt;
|5 RPP, T1+&lt;br /&gt;
|-&lt;br /&gt;
|'''We Shall Overcome'''&lt;br /&gt;
|You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistant'''&lt;br /&gt;
|Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted.&lt;br /&gt;
|10 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''What, Again?'''&lt;br /&gt;
|You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Prosthetic'''&lt;br /&gt;
|You've added armor-grade leather or steel to your prosthetic.&lt;br /&gt;
|5 RPP, T2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Descriptions===&lt;br /&gt;
==== Armored Prosthetics ====&lt;br /&gt;
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.&lt;br /&gt;
&lt;br /&gt;
Leather armor adds to the prosthetic:&lt;br /&gt;
* +2 to the hardness and +5 hit points to a prosthetic arm.''Weight:'' 2 lbs.&lt;br /&gt;
* +2 to the hardness and +7 hit points to a prosthetic leg. ''Weight:'' 4 lbs.&lt;br /&gt;
&lt;br /&gt;
Steel armor adds to the prosthetic:&lt;br /&gt;
* +10 to the hardness and +7 hit points to a prosthetic arm. ''Weight:'' 4 lbs.&lt;br /&gt;
* +10 to the hardness and +15 hit points to a prosthetic leg. ''Weight:'' 6 lbs.&lt;br /&gt;
&lt;br /&gt;
====Backup Prosthetics====&lt;br /&gt;
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This &amp;quot;extra&amp;quot; prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). &lt;br /&gt;
&lt;br /&gt;
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=File:Lysa2.jpg&amp;diff=31147</id>
		<title>File:Lysa2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=File:Lysa2.jpg&amp;diff=31147"/>
		<updated>2019-01-04T20:08:51Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=The_Psychadelic_Psychic_Part_5&amp;diff=30510</id>
		<title>The Psychadelic Psychic Part 5</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=The_Psychadelic_Psychic_Part_5&amp;diff=30510"/>
		<updated>2018-09-02T17:08:57Z</updated>

		<summary type="html">&lt;p&gt;Bolide: Created page with &amp;quot;The last time ended with Murder waking up a rather annoyed Worg who had to be confined in the Barn while they set out to try and locate their charge. The lady apparently runni...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last time ended with Murder waking up a rather annoyed Worg who had to be confined in the Barn while they set out to try and locate their charge. The lady apparently running off with a stablehand in a rather interesting sounding tryst. &lt;br /&gt;
&lt;br /&gt;
And then they got married in the woods. &lt;br /&gt;
&lt;br /&gt;
And all you know is that they fled to the south. WHY?! WHY SILLY ELF DID YOU RUN OFF TO LIVE OUT SOME ROMANCE NOVEL? ;_;&lt;br /&gt;
&lt;br /&gt;
Morgan looks to the group and asks &amp;quot;do you think they will take our coins for trail rations?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Goblin shrugs her shoulders to Morgan. &amp;quot;Well, uhm, if they use silver and gold and such for coinage... they might. Or they might give us stuff in hopes we will leave. We can also hunt and forage for our own food and such. I mean, there are several of us, it should not be too hard to survive in the woods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;If there's a river or such, we'd have an easier time.....if you don't mind fish....&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;I would like to have something to fall back on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder looks to Amythyst and nods. &amp;quot;Fish is great!&amp;quot;, she says cheerfully, smiling brightly. &amp;quot;I'll help you catch them.&amp;quot; Glancing to Morgan, she shrugs. &amp;quot;I'm sure it will be fine. But uh, well, maybe Vaalyun can go and talk to them? See what sort of deal we can strike?&amp;quot; The Gobbo looks to Vaalyun expectantly. &amp;quot;You still have some spells, yes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;actually Murder, I've done it most of my life. You could go for the ones near the surface...and I can dive deeper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan thinks and says &amp;quot;well we should get going soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says as she points to the south &amp;quot;listen we know where the town is, we can use this as a base if needed. But lets find the one we need so we can see if she wants to stay or bring him with us. But if she used charm person on him...&amp;quot; for once she shows a bit of anger &amp;quot;you will have to deal with her.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder shrugs again. &amp;quot;Okay, so uh, let's go then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun is questioning one of the other stablehands to try and find out where in the south the couple might have run off to. And the cleric is getting his ear bent, as the villager just. keeps. talking. Ponies in the open prairies, runs through the wildflowers, etc., etc. &amp;quot;Thank you. We just need to find him. If you were looking for him, where would you start? They need somewhere to take shelter, don't they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder stares at the man, her mouth hanging open slightly, showing off all sorts of teeth. She looks at Vaalyun. &amp;quot;Did you get all that? What'd he say? What is he still saying? Why is he still talking, surely he couldn't have pointed and said they went that way?&amp;quot; Slowly, the Goblin crosses her arms and starts tapping a foot impatiently.&lt;br /&gt;
&lt;br /&gt;
Amythyst is mostly standing off to the side.&lt;br /&gt;
&lt;br /&gt;
Morgan watches the man talk and can tell he is a farm hand hy sead type that is great for locals and one good night. &amp;quot;forest tend to make great shelter, but open planes do not.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whelp...&amp;quot; He starts off to Vaalyun, hooking his thumbs into his pants, &amp;quot;I mean, if I was lookin' for Bernard, I'd probably start by lookin' in the stables. I tell you what, he loved the horses. Running through the fields and breakin' in a new one. He always had such a firm, but gentle hand. Great with animals you see. The women of the town used to watch him riding by without his shirt on - he always complained it was so hot - with his hair whipping behind him the breeze. I tell you what, he was a real mans-man he was. I saw him helpin' his grandma, ya see. Choppin' wood for her because his grandpa passed two seasons passed - God rest his soul - but he was there near every day this last winter helpin' her out and making sure she was comfortable before tending to the horses. His Ma died you see, some ten years ago...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait... His grandmother? Where does she live?&amp;quot; Vaalyun asks.&lt;br /&gt;
&lt;br /&gt;
Morgan sighs &amp;quot;so she used her elven looks to seduce the beafcake stable boy on a planet that does not know what a elf is. How stupid is she.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst smirks at Morgan. &amp;quot;When you are hot for someone's body.....intelligence tends to....fly out the window.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan does the oh crap palm strike to her head &amp;quot;explanes my ex.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder looks to Morgan. &amp;quot;Maybe she could not get back up to the portal and figured she was stuck here. Taking that into consideration, finding a handsome fellow and running off with him is a sensible thing to do. Woman's gotta have some comfort and fun, right? Or maybe she's just out to enjoy herself where no one can find out?&amp;quot; The Goblin looks to Vaalyun, &amp;quot;Well.. anything more outta him? He's still talking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mmmm.&amp;quot; The friend nods his head, &amp;quot;Ahh yeah, right, his grandma.&amp;quot; Another nod, &amp;quot;Whelp, ya see, we were once a small village and she lived just off the main road. And back then, as I hear it, she was just south of that ol tree. See, she was actually the wife of the head of the militia back then - that'd be his grandpa. He ran a tight ship, and as word has it, he used to go out with the men on patrols to take care of the local riff-raff 'cuz the Baron wasn't all that keen in helping out the town. He was in love with his grandma ya see, and back then she was the talk of the town. But she only had eyes for him, and when he went out on those patrols she used to climb that oak tree ya see and hang the biggest red scard she could from the boughs so he could see it from ways off. Know that she was still thinking of him and all, know what was waitin' for him back home. But then one day she put a white one up in the tree and he ran home - fast as he could - leaving his lieutenant in charge. Turned out she was pregnant with his father ya see, and he broke down in tears as the story goes and vowed that he would use that ol' oak tree to build a bigger place. So now she lives out on the outskirts of town in that ol' cabin out there. It's in good repair though, not the one that's all broken down. See, he spends half his stablehands pay in making sure his grandma's house is still kept in repair. He would do it himself, ya see, but he only has so much time in the day what with the orphans and all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright, then. Thank you.&amp;quot; Vaalyun says, and then turns and looks at the others, &amp;quot;Let's go find Grandma? House to the south, on the edge of the village, well kept up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;It's as good of a lead as we'll ever get, I guess. That story just confused me.&amp;quot; She says making her way south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;well lets go, though sadly I wish we had time to study this world better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cabin wasn't too far away, and it was as they said. Well in repair. Thankfully the grandma isn't too longwinded, though she does talk about her grandson in glowing tones and words. &lt;br /&gt;
&lt;br /&gt;
So proud of him you see. &lt;br /&gt;
&lt;br /&gt;
But she makes a nod off toward the south west, &amp;quot;Well, I knew this one glen I told him about. It's a bit hard to find, but if you head through the trees over there you'll find a creek. The other side of that, there will be another string of trees, but if you follow the wisps, they'll lead you to the glen. A magical place. Me and my love were married there.&amp;quot; She tears up a bit at the memory, holding up a small bit of cloth, &amp;quot;Oh forgive an old woman reminiscing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder nods enthusiastically, and shakes the man's hand just as enthusiastically, smiling broadly. Then turns and heads off to Grandma's house. Where the old lady talks almost as long as the stableman's friend. And Murder crosses her arms again, looking between the translator and the old bag... grandmother. She tries really hard not to frown, and succeeds mostly. &amp;quot;And people thought I talked too much.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;No....that one talked too much, Murder.&amp;quot; She says makingher way towards Grandma's house. &amp;quot;You know where we're going?&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls diplomacy: (19)+10: 29&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh you look like such a nice boy.&amp;quot; And the grandma reaches out to pat him on the cheek. &amp;quot;Oh, dear me, I almost forgot - the wisps only come out at sunset.&amp;quot; She smiles.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you very much. And may the blessings of the Star Mother be with you.&amp;quot; Vaalyun says, with a respectful nod. It appears that it will be a sunset walk in the woods. How romantic!&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;watch the relgion talk here Val they might see that as a strike against their own relgion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Goblin chuckles as they leave the house and step outside. &amp;quot;I don't think it matters all that much.&amp;quot;, she says to Morgan. &amp;quot;I'm green with pointy ears and sharp teeth, and an eighth the size of a human. I doubt very much they'll get to my religion before hatin' me. Same goes for Vaalyun, he might be human but ... looking at the other humans here, Vaal's outfit screams outsider.&amp;quot; She looks around. &amp;quot;Can we go fishing soon?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;That's the only part of this I'm following, Murder.&amp;quot; She says with a shrug.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls survival: (5)+7: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls survival: (10)+4: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls survival: (12)+5: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls survival: (16)+3: 19&lt;br /&gt;
&lt;br /&gt;
Through a mix of luck and skill, you work your way through the woods. It takes you the better part of two hours moving off to the south east before the sound of rushing water can be heard. &lt;br /&gt;
&lt;br /&gt;
Another five minutes later you find the creek. &lt;br /&gt;
&lt;br /&gt;
It's not a creek. It's a river, as picturesque as you can imagine and feeling completely out of place in a way. The views are idyllic and there's a waterfall not more than a hundred yards up river.&lt;br /&gt;
&lt;br /&gt;
Morgan offers &amp;quot;if you want I can lighten bolt the river and you can collect what floats on top.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;No need, Morgan....&amp;quot; She says putting her hand into the water to test it. &amp;quot;.....I said water is my element before. I wasn't kidding.&amp;quot; If the water feels fine, and doesn't burn her, acid burn her or anything, she'll jump in.......and fish like that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's beautiful here.&amp;quot; Vaalyun says, stopping to drink in the idylic view, &amp;quot;I can see why she might want to stay. This sort of natural beauty would appeal to an Elf, wouldn't it? I mean... It appeals to me, and I'm not even particularly outdoorsy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Goblin tsks and shakes her head. &amp;quot;We have to cross it, which we should do now. Amythyst and I can catch some fish, you guys can set up a fire for us to all get dry and cook. When it gets dark, hopefully the wisps will lead us to this glen. Where we'll find the two lovebirds.&amp;quot; She watches Amythyst jump in. &amp;quot;So uh, let's get across, yes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan starts to look for dryed drift wood &amp;quot;Well to get across I have a idea. We need to get a log tie a rope to it and I will fly across pulling it while Amy pushes it while swiming. Or we should look down the river to see if it thins out at a bend.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls survival: (17)+7: 24&lt;br /&gt;
&lt;br /&gt;
Amythyst breaks the surface. &amp;quot;Really? Just...give me the rope, tie it to a tree and find a piece of wood to sit on. then you can walk yourself across once I tie it to the other side.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun's armored feet stop just short of the water, &amp;quot;I don't know... It's pretty wide. I don't think I'll be able to make it across. Well, maybe with a rope.&amp;quot; He swallows hard, but then takes a deep breath.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls athletics: (2)+8: 10&lt;br /&gt;
&lt;br /&gt;
Morgan drops a bunch of drift wood and looks to Val &amp;quot;you will get the flying spell. I am small and Amy could easly grab me or Murder if we call off the log.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder shakes her head. &amp;quot;I'm just going to swim across. After that, gonna do some fishing. We have to wait anyways, so drying off won't be a problem.&amp;quot; She'll strip off her armor, leaving her scantily clad, and ties everything together. Jumping into the water, she starts dog paddling across. When she gets to the other side, she drops her soggy things to the ground, and turns back to the water. Eventually pulling in a nice haul of fish. Easily enough to feed everyone twice over.&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls athletics+8+2: (12)+8+8+2: 30&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst casts Slipstream. Caster Level: 5 DC: 16&lt;br /&gt;
&lt;br /&gt;
Amy comes out of the water and gently takes Murder's effects, to swim them over to the opposite bank. Of course, her swimming also has given them plenty of fish as well. &amp;quot;All we need is a fire...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan draws the fish that comes floping on the ground and will compair them with fishes of thier own world later.&lt;br /&gt;
&lt;br /&gt;
Morgan after making notes of the fish she looks for some dryed grass after she piles the dryed wood in a good order. she puts the grass in a tight bunch &amp;quot;I do have a flint and steel at home as I hate using magic for stuff like this.&amp;quot; she points a finger and says a arcane word sending a spark at the dred grass.&lt;br /&gt;
&lt;br /&gt;
Murder shakes her head, &amp;quot;It's a waste of magic, though.&amp;quot; She shrugs as a fire springs up, and starts to burn merrily. &amp;quot;Good good. Now who's good at filleting fish?&amp;quot; The Gobbo looks hopeful, and holds her stomach as it growls loudly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;It's exactly what magic is meant for.&amp;quot; She says as she starts to filet a fish herself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The filleting of the fish goes smoothly, so much so. With a deer roaming out and starting to drink at the water without any worry. It's only when the fire crackles that the deer jumps before bounding back off into the trees. &lt;br /&gt;
&lt;br /&gt;
A butterfly roams around, lazily flapping, before landing on Murder's head.&lt;br /&gt;
&lt;br /&gt;
The Goblin's ears rise up and her eyes cross as she stares at the butterfly. Then snorts as it lands on her head. She gently reaches up a hand, holding it near the butterfly in hopes that it will crawl onto her hand. &amp;quot;Gotta wonder how different the worlds really are, if they have butterflies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It crawls onto her hand, and another butterfly joins it. It's simply idyllic.&lt;br /&gt;
&lt;br /&gt;
Vaalyun gets comfortable around the fire and uses a knife to filet fish with the efficiency of one who's spent a lot of time at sea. &amp;quot;Yes. Kindof lets out the idea that we're on an Elemental Plane, doesn't it? I wonder where we /are/, though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan lays back as Murder talks &amp;quot;A lot is like our own. But I would expect that of technology and races, but what I want to know if gods made humans and the rest, how many of this worlds gods are the same and where is the first planet with all the said races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;We'll figure it out when we have to go back home. Sadly, we have to figure out where this mage is first. And if we don't....we'll be wandering for a while.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It's a perfect summer day, the sort that one would find someone riding on horseback along the beach with the sand kicking up behind them. Streams of their hair flowing behind in a golden curtain of locks. His chest bared to show off the tanned skin, weathered from the work outdoors. &lt;br /&gt;
&lt;br /&gt;
I mean... errr... &lt;br /&gt;
&lt;br /&gt;
The uh, fish smells lovely as it cooks with the use of local herbs?&lt;br /&gt;
&lt;br /&gt;
Murder peers at the butterflies as they begin to congregate, and she moves to gently deposit both upon a bush nearby. When she returns, she'll start taking the fillet'd fish, and setting them on a rock by the fire to cook. &amp;quot;I don't think that the gods have necessarily created all living things. As for the planets... maybe we'll see some tonight, if the clouds bugger off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan cheats and uses prestadtion to flavor her food even more.&lt;br /&gt;
&lt;br /&gt;
The butterflies stay on the bush for a moment, crawling along it and then taking flight to land back on Murder. They decorate her hair as the light shines off the river's surface. A play of the lights with the backdrop of a rainbow created by the crash of the water fall.&lt;br /&gt;
&lt;br /&gt;
Amythyst smirks at Murder, even as she eats her charred fish. &amp;quot;I wouldn't worry too much about it. At least it's a nice place.&amp;quot; She says as she butterflies land back on Murder. &amp;quot;That....and the butterflies seem to like you, Murder.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan watches the buterfly fly around and use the flower we call Murder the goblin as a resting spot. &amp;quot;You know when I am strong enough I am going to come back here to do more studying and maybe convince the one I love to come with me....&amp;quot; she sighs at that.&lt;br /&gt;
&lt;br /&gt;
Murder will lend a hand with filleting fish, and will alternate between slicing and setting them to cook by the fire. Amythyst's comment has the Goblin looking up again at her hair and the colourful insects infesting it. &amp;quot;Well. They make for a colourful accent for my hair. Not that I would get anything like that but...&amp;quot; She shrugs. Once enough fillets have been cooked up, she starts scarfing them down. &amp;quot;So I hope the wisps are uhm friendly? I hope she didn't mean will o' the wisp...&amp;quot; Murder looks to Morgan. &amp;quot;Oh? How are things going between you two?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun eats his fill of fish - there's certainly plenty thanks to his companions! - and then folds up his mantle behind his head, leaving his helmet aside, and takes a nap for a few minutes while he waits for darkness to come.&lt;br /&gt;
&lt;br /&gt;
Morgan says to Murder &amp;quot;wisps at home are Fae and whilo whisps are some kind of undead thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder moves to settle down beside Vaalyun, leaning against him, while she continues to scarf down her fill of fish. &amp;quot;I know.&amp;quot;, she says in reply to Morgan. &amp;quot;But I am worried about things being lost in translation, or the woman havin' purposefully or accidentally left important information unsaid. Worse things have happened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst lays down to look up at the sky. &amp;quot;ah...at least I got a good swim in. If you guys need more fish, lemme know. I'll get more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan smiles to Murder and says &amp;quot;if it is fae remember to say Is mian linn siochain, that means we wish peace friend in the fae language.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder peers at Morgan. &amp;quot;Is that elvish? I don't think I can make my tongue bend in such a way as to make some of those noises.&amp;quot; She chuckles. &amp;quot;I'll leave the proper greetings to you, so I don't get us all killed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan shakes her head &amp;quot;no some times close but its Sylvan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;Actually...I speak Sylvan as well....and Aquan. So, could help out a bit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The day passed slowly, almost lazily, with the end of it creating a splash of color in a variety of colors that would spur on the painter to his canvas. The curve of the world and the hues of the sky in the expanse beyond. The greens turning to oranges with the reflections of the evening sky casting its spray over the world in that one fateful moment and - like a love's true kiss - passes beyond with a gasp of breath and far too little time.&lt;br /&gt;
&lt;br /&gt;
As the sun begins to set, Murder shimmies back into her armor, and gets her things ready to go. &amp;quot;So. Now the wisps should appear.&amp;quot; She swallows noisily. &amp;quot;I hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan stands and says in a soft tune &amp;quot;blessid mother of the earth and water please guide us. Mother moon please shine a light for us so we can see.&amp;quot; she switches to tradespeak 'lets go.' &amp;lt;sylvan&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls knowledge/nature: (17)+4: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls knowledge/nature: (16)+10: 26&lt;br /&gt;
&lt;br /&gt;
Morgan points out to the distance &amp;quot;I think its fireflies, I have not seen them in months since moving to the city.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst looks up and tilts her head. &amp;quot;Actually Morgan...I think this is what we're looking for.&amp;quot; She then starts to sit up. &amp;quot;And they're friendly too....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun, having enjoyed his nap, gets to his feet and pulls his mantle back on, tucking his helmet under his arm and hefting his shield and mace back into place, &amp;quot;Friendly is good! We haven't seen all that much of it. Well, I suppose in fairness things have looked up quite a bit lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder bounces and squints into the distance. &amp;quot;Fireflies? Where? And uh... I've not known fireflies to be unfriendly. But I suppose that is possible.&amp;quot; She looks to Morgan and Amythyst, and then Vaalyun. &amp;quot;I'm ready to go. Shall we?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whatever they are, the others soon spot them as well. They're small and glowing, floating about as the sun sets and the woods are cast with the silvery glow of the evening moon. &lt;br /&gt;
&lt;br /&gt;
They seem to be simply... floating. Amy thinking they're what they're looking for, Morgan claiming they're fireflies. &lt;br /&gt;
&lt;br /&gt;
They might be wisps? Or maybe the people just think they are? As they dance through the trees on their glowing paths, etching the way thorugh the blink of their lights, creating the backdrop for the warm evening.&lt;br /&gt;
&lt;br /&gt;
Morgan smiles &amp;quot;well its pretty and we have a guide.&amp;quot; she switches to Sylvan &amp;quot;thank you for shining for us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst smiles to Morgan. &amp;quot;it's possible they heard you, Morgan.&amp;quot; She says as she starts towards the wisps....at least, the friendly ones.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oooh!&amp;quot;, the Goblin says when she finally spots the wisps. She runs off towards them. &amp;quot;Come on! We have to hurry!&amp;quot; If she is able to get close, Murder will eye them curiously, sniffing at them noisily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It makes sense. They come out at sunset, and they're pretty easy to follow. I think it's probably the right way.&amp;quot; Vaalyun says, and presuming the others do, he sets off in that direction at his best, limping pace, heading towards the glowy things that are hopefully not horrible flesh-eating monsters.&lt;br /&gt;
&lt;br /&gt;
The wisps, or whatever they are, don't seem to go any closer or farther. Finally the Gobber makes a break for it and they... &lt;br /&gt;
&lt;br /&gt;
Do nothing they hover about, creating a view of lights that blink in and out as they dance through the vening sky. That's when the gobber discovers that Morgan is totally right - they are bugs. Vaalyun discovers it soon after as well.&lt;br /&gt;
&lt;br /&gt;
Morgan looks around &amp;quot;well lead on people I am not a good guide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;Dont' feel bad Morgan. here I am, thinking a few fireflies are wisps.&amp;quot; She then sighs and goes back to where she was laying.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder holds out her hand, hoping for one to land on it. She looks to Morgan and then the others, shrugging. &amp;quot;Let's go this way? I think that the bugs won't lead us there... but that if we follow along their uh, cloud? it should lead us there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan blows a kiss to Amy&lt;br /&gt;
&lt;br /&gt;
You all start to follow the direction of the clouds of bugs and they seem to twinkle like the stars. They show off the trees with their glints of light, creating a magical landscape that could easily make someone forget about the world. Forget about everything but the one they stride next to, a hold of their hand. The light buzz of the insects. The air somewhere between warm and cool. The flush along the skin as the thought of being along our here, surprised that he would be so romantic yet his calloused hands so soft in-- &lt;br /&gt;
&lt;br /&gt;
Err, I mean you, uh, you follow the fireflies and happen upon a clearing&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Follow along the glow, rather than following specific bugs or whathaveyou? That makes sense to me. I don't see anything else that could be a wisp. I guess I should have asked what a wisp was.&amp;quot; Vaalyun remarks, as they walk. &amp;quot;Oh... hello. A clearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan keeps up with the rest &amp;quot;something about this place is off though I cant seem to put my finger on it so to speak.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder steps over to Vaalyun and reaches up to take his hand. &amp;quot;Thankfully it turns out that wisps are fireflies, and not like, undead creatures trying to lead us to our swampy dooooom.&amp;quot; She grins toothily, and looks around for the clearing that the man speaks of.&lt;br /&gt;
&lt;br /&gt;
Amythyst tilts her head. &amp;quot;Weird that they'd call them wisps...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan smirks to Amy&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Detect Magic. Caster Level: 7 DC: 16&lt;br /&gt;
&lt;br /&gt;
Morgan says a few words in the magic language and then covers her eyes &amp;quot;way to magic here.&amp;quot; she then speaks up &amp;quot;Listen Amy this is Morgan can we talk please.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;I'm...right here, hun.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says, &amp;quot;not you I am talking about the one we are looking for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;Oh yeah. Confusing as hell.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls perception: (11)+10: 21&lt;br /&gt;
&lt;br /&gt;
The Goblin sniffs noisily and starts crisscrossing the clearing, til she stops before something on the ground. &amp;quot;Incense! I'm not a uh churchy type. Is this one of them holy thingies? Altar?&amp;quot; She rubs a cheek and crouches. &amp;quot;Incense and a few burned out candles.&amp;quot; Murder straightens. &amp;quot;Did they get married?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If they did, then congratulations and the blessings of the gods upon them. We're not going to kidnap her if she wants to stay - we just need help to go home.&amp;quot; Vaalyun says, as he looks around while the others do the things they're better at than him to find the people they're looking for.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls Survival: (5)+7: 12&lt;br /&gt;
&lt;br /&gt;
Morgan says as she is standing there waiting untill the spell wears off &amp;quot;Then they have a third person as there are good reason you need some one ordaned. So Val when we find them ofer youur service.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls survival: (12)+4: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls survival: (7)+3: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Guidance. Caster Level: 5 DC: 14&lt;br /&gt;
&lt;br /&gt;
As the others start trying to track the couple, Vaalyun pulls out his prayer beads and holy symbol and prays for Althea's guidance on their efforts. &amp;quot;I thought you said they didn't worship our gods here, Morgan? I would be happy to marry them, if they just come out and talk to us, and if we can get back to Alexandria.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun feels like Althea is through a pin-hole here. Not flooding in like usual, but still there. &lt;br /&gt;
&lt;br /&gt;
And that's when Murder is on the case! Morgan points out a track, Amy another, and Vaalyun's call to Althea's kindness is the last piece of the puzzle! She points off into the trees, the thick greenery enveloping like a lover's embrace - a call of the insects still there but comforting as the wilderness surrounds you. &lt;br /&gt;
&lt;br /&gt;
The cool night air driving a little chill, the kind that makes you want to curl up with that strapping young man- Wait.... &lt;br /&gt;
&lt;br /&gt;
What in the world is going on here? &lt;br /&gt;
&lt;br /&gt;
Why does this all keep going back-Oh! Look, there's a farmhouse up ahead, the Barn's window casting a yellow glow as if someone is in the hay loft.&lt;br /&gt;
&lt;br /&gt;
Morgan is looking around the ground as if to find something &amp;quot;Its not much a god thing as a third party thing.&amp;quot; she notice the light &amp;quot;lets aproach carefully and let them know we are here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Two young lovers in the hayloft. It's like a romance novel. Well, if it's them up there. And not warparty of Orcs or something.&amp;quot; Vaalyun remarks, when they reach their apparent destination. &amp;quot;Should we just shout, 'Hello'?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan nods to Val &amp;quot;More then just hello.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? Let's just go in.&amp;quot;, Murder says. And she sets off to do just that. Walking quickly towards the barn's door.&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;murder they might be naked and having sex so please stop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder BURSTS into the Barn, and then there's screaming.&lt;br /&gt;
&lt;br /&gt;
Morgan sighs &amp;quot;ITS STILL cock blocking if you are on a different planet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder peers at the lady. &amp;quot;Amy, I presume?&amp;quot;, she says in Tradespeak. &amp;quot;A word, please? From those who have come to find you, from a place far away.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun puts his palm directly to his face as the Goblin goes running off and bursts into the barn, &amp;quot;Oh, this could not /possibly/ go wrong.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls -4: (7)++-4: 3&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls -4: (7)++-4: 3&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;uuuuuuugh.....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls -4: (11)++-4: 7&lt;br /&gt;
&lt;br /&gt;
Morgan says after Val &amp;quot;you know she is a more powerfull mage then me, so get a good healing spell ready.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
More shrieking and then there's throwing off items, you can hear the clatter inside since only Murder is inside. &amp;quot;WHAT ARE YOU DOING IN MY DREAM PORTAL?!&amp;quot; Things keep clattering as she throws this and that about. &amp;quot;I DIDN'T ADD GOBBERS TO THIS STORY!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;And...that sounds like a person that we're looking for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan gives a loud groan as she hears dream portal &amp;quot; AMY THIS IS MORGAN FROM THE GUILD WE NEED TO TALK.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun cuts his sigh short as there is a bunch of screaming, and so he heads into the barn, &amp;quot;Oh, for the love of the Star Mother...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder stomps her foot onto the ground. &amp;quot;YOU'VE BEEN GONE SO LONG THE GUILD HIRED US TO FIND YOU!&amp;quot;, she screeches, ducking a few of the objects sent her way. Though the bucket catches onto the handle of her blade, and hangs there. &amp;quot;Don't make me set this place on fire lady. You've had your fun, but you need to come out for a bit. He'll still be here when you get back!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst rubs her face. &amp;quot;Man...this is going to end well...boy will it end well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The lady pauses and then squints at Murder, holding a vase in her hand which has a single rose. Then she tosses her head back and then looks toward Vaalyun, Murder, Vaalyun, then yelling out, &amp;quot;IT WAS JUST GETTING TO THE GOOD PART DANG IT!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;JUST getting to the good part? it took you all this time to get him in the sack? You're either really really patient or BAD at it.&amp;quot; She then makes a face. &amp;quot;Murder...how drunk is he?&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, next time let people know where you're going. And where /is/ this anyway?&amp;quot; Vaalyun says, then continues, &amp;quot;Look, Wizard, we thought you were in trouble. There were signs of a struggle in your apartment, and something with tentacles coming through a portal... Just help us get home, and we'll report you're safe and well and taking a vacation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;please just talk to us and we will be more then hapy to go and leave you to your peace of ass.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls -4: (16)++-4: 12&lt;br /&gt;
&lt;br /&gt;
Another shriek as she hears about them being in her apartment, &amp;quot;YOU WENT THROUGH MY DREAMS?!&amp;quot; And then she tosses the vase, missing wildly with another crash. She looks about, then and then pauses as Vaalyun says something. &amp;quot;What...? Ohhh of course. Ohhh /ma-a-a-a-an/ I gotta stop the dream to get you out.&amp;quot; There's a grimace from her and she rolls her eyes.&lt;br /&gt;
&lt;br /&gt;
Morgan says after Amy &amp;quot;To make up for this I will lend you my private books... hope you dont mind pirates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why would I want to -read- when I just take a little-&amp;quot; pause, &amp;quot;-w-w-w-w-when I can just create these.&amp;quot; The Amy they're searching for (not your Amy) says guardedly.&lt;br /&gt;
&lt;br /&gt;
Vaalyun holds up a forstalling hand, &amp;quot;Why don't you dream up some food and drink in the cabin, we'll go hang out while you, you know, get to the good parts - and then we can all go home in the morning? Unless this is one of those happily ever after stories?&amp;quot; A pause, and then he tilts his head, and says, &amp;quot;What are you not telling us?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;Helps with creativty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder shakes her head. &amp;quot;I don't know what it is you are playing at, but this is a very cruel thing to be doing.&amp;quot; She crosses her arms and glares back at the lady, not even flinching at the vase since it is so missing. &amp;quot;These are real people you're messing with. Think about it. You didn't dream us. You certainly didn't dream the things we did. This is no dream.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Apparently a little slow on the uptake, the Cleric soon concludes, &amp;quot;Oh, the mushrooms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says to&lt;br /&gt;
&lt;br /&gt;
Morgan says to murder &amp;quot;this is all false, none of this is real.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst looks about. &amp;quot;This is a really elaborate setup just to get laid, honey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The wounds from that worg seemed pretty real.&amp;quot; Vaalyun says, with a wince.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well,&amp;quot; a little brush through her hair ,&amp;quot;I uh, maybe, borrow a template and then overlay a little- WAIT! Why am I telling you?! OUT! OU-U-UT!&amp;quot; And she starts flailing her arms, quickly dropping them to wrap her arms about her robe once more to keep herself decent. She wouldn't want any of them to see her slip! It stopped at her knees! That would be unbecoming.&lt;br /&gt;
&lt;br /&gt;
Morgan waits untill she comes out&lt;br /&gt;
&lt;br /&gt;
Amythyst also waits. :/&lt;br /&gt;
&lt;br /&gt;
Murder huffs and shakes her head. &amp;quot;You have til dawn. If you ain't done then, I am dragging you back to the guild.&amp;quot; She turns and heads out.&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls fortitude: (11)+5: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls fortitude+2: (20)+5+2: 27 (CRITICAL SUCCESS)&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls fortitude: (3)+6: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls fortitude: (10)+6: 16&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'LL BE DONE WHEN I SAY I'M DONE!&amp;quot; Amy (not your Amy) yells back at Murder with a stomp of her foot. And then she sighs and ties her robe, throws up her hands, &amp;quot;I give up! YOU TOTALLY RUINED THE MOOD! I had the story /ALL/ worked out and then you just /come in/ and ruin it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Vaalyun hears &amp;quot;What do you mean, my love?&amp;quot; From inside, a Male voice. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;OH BOTHER! Now this is all ruined. RUINED! RUINED RUINED!&amp;quot; And with a loud crack that shatters the world... You are all now back in the apartment.&lt;br /&gt;
&lt;br /&gt;
Amythyst is disoriented all right. And nauseated. Guess what this means.....&lt;br /&gt;
&lt;br /&gt;
There is now a mess to clean up on the other Amy's boots......&lt;br /&gt;
&lt;br /&gt;
Morgan is way to dizy as she trys to lay down but falls flat she waits untill she is not sick to look around to see if her party and the town guards that came in before them are here.&lt;br /&gt;
&lt;br /&gt;
Murder simply tilts over backwards and lays there for a while. &amp;quot;You'd better not puke on me.&amp;quot;, she warns. Though she has no clue who is hurling chunks. And then she sits up suddenly. Blinking. &amp;quot;So. It really was a dream?&amp;quot; She starts sniffling.&lt;br /&gt;
&lt;br /&gt;
Vaalyun is pleased to be the one not throwing up, but he staggers just a touch, &amp;quot;Whoa. What the heck...&amp;quot; He looks around. They're not in the fantasy world anymore.&lt;br /&gt;
&lt;br /&gt;
Amy, the other Amy, looks down at Amy, your Amy, throwing up on her shoes. &amp;quot;WHAT THE HELL IS WRONG WITH YOU?!&amp;quot; And she pushes at the lady before turning, and letting out a blood curdling shriek.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whoa. The worgs /were/ real.&amp;quot; Vaalyun says, &amp;quot;Murder! Your pet is here. You might want to get her under control before we all get bitten. Again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says as she lays on her back &amp;quot;well this sucks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst spits out the last remnants of her shrooms onto the woman's boots. Then feels the need to slap the taste out of the woman's mouth. &amp;quot;SHUT THE FUCK UP YOU LITTLE SHIT! THERE WERE ACTUALLY PEOPLE OUT HERE -WORRIED- ABOUT YOUR SELFISH ASS, SO THEY HIRED US TO GO IN AND LOOK FOR YOU! AND ALL YOU'VE SHOWN US IS WHY WE SHOULD'VE LEFT YOUR WHINEY LITTLE ASS IN THE DREAM WORLD AND FUCKING STARVE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder's eyes open wide at the invective from Amythyst, and she looks to the other Amy. &amp;quot;The woman's right you know.&amp;quot; Her head turns to Vaalyun. &amp;quot;What? Where?&amp;quot; She struggles to get up, and wobbles back and forth a few times, nealy tripping over people's feet in the process. &amp;quot;It'd be nice if the world would stop spinning no... oh, that's better.&amp;quot; The Goblin rubs at her face. &amp;quot;I have a nasty... oh, Wilfred!&amp;quot; She runs over to the worg, and grabs a hold of his leash. &amp;quot;I am sorry about your siblings.&amp;quot;, she says with a note of sorrow in her scratchy voice.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls Reflex: (13)+3: 16&lt;br /&gt;
&lt;br /&gt;
Morgan if she was not sick Amythyst rebuttle would of been a turn on but she says &amp;quot;And Amy your magic practice was slopy, we have reasons we set up percausions for things like this. Hell you did not even put up a sign.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls athletics: (9)+8: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls +6: (10)++6: 16&lt;br /&gt;
&lt;br /&gt;
Amy slaps the lady who's shrieking, which makes her stumble and only draws more attention to her. Murder grabs the reins but doesn't manage to quite haul back on the worg hard enough, and it grabs Amy (not your Amy) and silences her quite permanently.&lt;br /&gt;
&lt;br /&gt;
Amythyst simply stands there and watches. &amp;quot;Well.....I can't really say I'm surprised.&amp;quot; She then rolls her eyes. &amp;quot;Such a fucking diva.&amp;quot; She doesn't seem the least bit sorry the woman's dead.&lt;br /&gt;
&lt;br /&gt;
With a popping all around them, the portals start disappearing. Soon guards start falling to the ground and even two whole adventuring parties in various states of dress. And they all look quite... out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, you could have stuck a sock on the door or something. We might have known and left ye to yer fun.&amp;quot; Murder huffs noisily at the lady. &amp;quot;And you shouldn't go into those things alone.&amp;quot; Then the Worg attacks. &amp;quot;Bad Wilfred, bad!&amp;quot;, the Goblin says, bapping it on the nose with her hand. &amp;quot;Ooooh dear.&amp;quot; Then people just start dropping in, and Murder looks to Wilfred. &amp;quot;I changed my mind. Gooood booooy!&amp;quot; Enthusiastic petting follows.&lt;br /&gt;
&lt;br /&gt;
Wilfred looks very confused and starts backing up as his nose was bap'ed.&lt;br /&gt;
&lt;br /&gt;
This whole course of events causes Vaalyun to apply one gauntleted palm to his face. Again. Perhaps a bit harder than last time, but not hard enough to actually hurt himself, &amp;quot;I hope the guild has resurrection insurance.&amp;quot; He gives a heavy sigh, and sends someone running to the nearest temple to try and get someone back here in time for a much more cost-effective breath of life.&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;She better pray she doesn't turn into a snotball again, cuz I'll carry her dead corpse to the guild and tell them to pay us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Well, I mean, one way or another they did find their charge. And she was then brought back... in a way. So - uh - job well done adventurers! &lt;br /&gt;
&lt;br /&gt;
Of course there's still the matter of the Worg that is beginning to growl and snap at people as it continues to back away.&lt;br /&gt;
&lt;br /&gt;
Morgan says as she can sit up &amp;quot;Murder you do know Wilfred was made from a dream world that was a sex dream.&amp;quot; she then looks to the others &amp;quot;who wants magicaly cleaned here.&amp;quot; said as she puts on some gloves and the puke is cleaned up.&lt;br /&gt;
&lt;br /&gt;
Murder huffs and shrugs. &amp;quot;My doggy, I'll take him out of here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls wisdom+4: (10)+1+4: 15&lt;br /&gt;
&lt;br /&gt;
Wilfred looks... confused as Murder says that and starts tugging him toward the exit. &lt;br /&gt;
&lt;br /&gt;
It's definitely not going to last, but at least she has control of it for now. And that is how you all found yourselves high on mushrooms, falling to your death in the middle of a battle, attacked by worgs, only to rescue a town and find a (now dead) mage who was creating worlds into Romance stories.... &lt;br /&gt;
&lt;br /&gt;
This was a strange day.&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|The Psychadelic Psychic Part 5]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30509</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30509"/>
		<updated>2018-09-02T17:08:21Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Taming of the Sandy]]&lt;br /&gt;
|[[Kaelyn]], [[Selia]], [[Verna]], [[Kerbasi]], [[Sandy]], [[Serraphine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Short Fernwood]]&lt;br /&gt;
|[[Selia]], [[Soup]], [[Xasany]], [[Orenthal]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meat Murder]]&lt;br /&gt;
|[[Murder]], [[Mikilos]], [[Urso]], [[Sigrid]], [[Kira]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[M&amp;amp;M&amp;amp;M]]&lt;br /&gt;
|[[Mikilos]], [[Murder]], [[Mayhem]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|ONGOING&lt;br /&gt;
|[[Chay and the Charn]] (archived LEG request)&lt;br /&gt;
|[[Yelrona]], [[Constantin]], [[Alba]], [[Amaya]], [[Murder]], [[Morgan]], [[Vaalyun]], [[Razen]], [[Daechir]], [[Tawyse]], [[Korra]], [[Bolide]] (staff)&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Thul and other Darkness]] (on-grid RP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|July 14, 2018&lt;br /&gt;
|[[Psychadelic Psychic Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Talking too Much]]&lt;br /&gt;
|[[Yelrona]], [[Banshee]], [[Kravia]], [[Constantin]], [[Aya]], [[Morgan]] &lt;br /&gt;
|-&lt;br /&gt;
|July 15, 2018&lt;br /&gt;
|[[Amaya the only one here?]]&lt;br /&gt;
|[[Amaya]], [[Zant]], [[Aya]], [[Morgan]], [[Kisaiya]], [[Yelrona]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Two Lovers, Forbidden from one another...]]&lt;br /&gt;
|[[Morgan]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Curse in the Woods]]&lt;br /&gt;
|[[Munch]], [[Morgan]], [[Isilwen]], &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|July 16, 2018&lt;br /&gt;
|[[Cookies, Songs, and Kisses]]&lt;br /&gt;
|[[Alik]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting an Arbiter]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]], [[Verna]], [[Kae]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Farmer's Haven I]]&lt;br /&gt;
|[[Erakirak]], [[Baz]], [[Fabris]], [[Liarora]], [[Bhavrad]]&lt;br /&gt;
|-&lt;br /&gt;
|July 17, 2018&lt;br /&gt;
|[[Tasty Fruit Filling]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Skulking, Slaveships, Papers, and Pirates]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Chay]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 18, 2018&lt;br /&gt;
|[[Ridin' Down on the Pie Boat]]&lt;br /&gt;
|[[Ga'Elian]], [[Vaalyun]], [[Morgan]], [[Kravia]], [[Yelrona]], [[Kisaiya]], [[Murder]], [[Desdemona]], [[Minerva]], [[Svarshan]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 19, 2018&lt;br /&gt;
|[[We Are the Folk Song Army...]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Eavesdropping]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 20, 2018&lt;br /&gt;
|[[The Woods are a Busy Place]]&lt;br /&gt;
|[[Amaya]], [[Daechir]], [[Dire Wolf]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Syinir]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 22, 2018&lt;br /&gt;
|[[PRP: Investigating Charneth Investigators]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]], [[Amaya]], [[Vaalyun]], [[Alba]], [[Aya]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[MEETUP: Dream Sharing]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]]&lt;br /&gt;
|-&lt;br /&gt;
|July 23, 2018&lt;br /&gt;
|[[Farmer's Haven II]] (GM Scene log)&lt;br /&gt;
|[[Baz da Ork]], [[Bhavrad]], [[Besra]], [[Erakirak]], [[Fabris]], [[Taleth]], [[Vaalyun]] (Whirlpool DM)&lt;br /&gt;
|-&lt;br /&gt;
|July 27, 2018&lt;br /&gt;
|[[Slavers in the Streets]]&lt;br /&gt;
|[[Astaren]], [[Aya]], [[Daechir]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Razen to the Rescue]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 28, 2018&lt;br /&gt;
|[[Giving Away Candy]]&lt;br /&gt;
|[[Aya]], [[Yelrona]] &lt;br /&gt;
|-&lt;br /&gt;
|July 29, 2018&lt;br /&gt;
|[[More Candy]]&lt;br /&gt;
|[[Aya]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===August===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|August 1, 2018&lt;br /&gt;
|[[Wrestling Day]] (on grid rp)&lt;br /&gt;
|[[Chloe]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Razen]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social (Part 9)]]&lt;br /&gt;
|[[Aya]], [[Astaren]], [[Chloe]], [[Constantin]], [[Daechir]], [[Vaalyun]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 4, 2018&lt;br /&gt;
|[[Goblin Shakedown (PrP)]]&lt;br /&gt;
|[[Smuldur]], [[Walery]], [[Burghuk]], [[Chloe]]&lt;br /&gt;
|-&lt;br /&gt;
|August 6, 2018&lt;br /&gt;
|[[Bunnies of DOOM]]&lt;br /&gt;
|[[Amaya]], [[Baz da Ork]]; [[Bhavrad]], [[Chloe]] [[Erakirak]], [[Razen]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 7, 2018&lt;br /&gt;
|[[Forest on Foot]] (PRP)&lt;br /&gt;
|[[Smuldur]], [[Erakirak]], [[Galidor]], [[Iskandar]], [[Vaalyun]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 8, 2018&lt;br /&gt;
|[[Wednesday Social]] &lt;br /&gt;
|[[Astaren]], [[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Murder]], [[Razen]], [[Yelrona]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 8, 2018&lt;br /&gt;
|[[Afterbunn]]&lt;br /&gt;
|[[Chloe]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|August 9, 2018&lt;br /&gt;
|[[Digging Holes]] &lt;br /&gt;
|[[Aya]], [[Chloe]], [[Dax]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Razen]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Digging Holes (Part 2)]]&lt;br /&gt;
|[[Chloe]], [[Erakirak]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]], [[Razen]], [[Walery]]&lt;br /&gt;
|-&lt;br /&gt;
|August 10, 2018&lt;br /&gt;
|[[Buyer Beware]] &lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Daechir]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Seller Beware]]&lt;br /&gt;
|[[Yelrona]], [[Razen]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Shadow of Death - Mitclin]] (PRP)&lt;br /&gt;
|[[Durrankar]], [[Erakirak]], [[Kravar]], [[Morgan]], [[Razen]], [[Svarshan]], [[Un'eth]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out FINAL]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Discretion]]&lt;br /&gt;
|[[Walery]], [[Aya]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Truth of a Lie]]&lt;br /&gt;
|[[Aya]], [[Daechir]]&lt;br /&gt;
|-&lt;br /&gt;
|August 11, 2018&lt;br /&gt;
|[[Bandits! (PrP)]]&lt;br /&gt;
|[[Banshee]], [[Walery]], [[Lucy]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|August 12, 2018&lt;br /&gt;
|[[You can't have them! (PrP)]]&lt;br /&gt;
|[[Whuridred]], [[Sorscha]], [[Dax]], [[Molly]]&lt;br /&gt;
|-&lt;br /&gt;
|August 13, 2018&lt;br /&gt;
|[[It's a Journey]]&lt;br /&gt;
|[[Svarshan]], [[Walery]], [[Yelrona]], [[Kira]], [[Halana]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wicked Encounter]]&lt;br /&gt;
|[[Astaren]], [[Aya]], [[Dax]], [[Halanaestra]], [[Iskandar]], [[Sasha]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 15, 2018&lt;br /&gt;
|[[Pointers]]&lt;br /&gt;
|[[Aya]], [[Halanaestra]], [[Daechir]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social (Part 11)]]&lt;br /&gt;
|[[Astaren]], [[Cesran]], [[Constantin]], [[Daechir]], [[Durrankar]], [[Kira]], [[Morgan]], [[Serraphine]], [[Svarshan]], [[Yelrona]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 16, 2018&lt;br /&gt;
|[[Arachnophobia!]] (PRP)&lt;br /&gt;
|[[Arzaneth]], [[Dax]], [[Halanaestra]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Heavy Metal]] (PRP)&lt;br /&gt;
|[[Arynne]], [[Erakirak]], [[Vaalyun]], [[Valadhiel]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 17, 2018&lt;br /&gt;
|[[Lies come hard to disguise]] &lt;br /&gt;
|[[Yelrona]], [[Daechir]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Tiniest Matter]] &lt;br /&gt;
|[[Daechir]], [[Elzeiros]], [[Erakirak]], [[Halanaestra]], [[Kaelyn]], [[Vaalyun]], [[Walery]]&lt;br /&gt;
|-&lt;br /&gt;
|August 18, 2018&lt;br /&gt;
|[[Achmel's Amazing Sights]] &lt;br /&gt;
|[[Aya]], [[Daechir]], [[Dax]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Mound]] &lt;br /&gt;
|[[Daechir]], [[Dax]], [[Edinaz]], [[Pyre]], [[Shara]], [[Bhavrad]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 19, 2018&lt;br /&gt;
|[[Pyre Drops In]]&lt;br /&gt;
|[[Pyre]], [[Mikilos]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Well met]]&lt;br /&gt;
|[[Mikilos]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|August 20 2018&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Dark Halberd]] &lt;br /&gt;
|[[Arzaneth]], [[Baz da Ork]], [[Daechir]], [[Edinaz]], [[Halbraeth]], [[Iskandar]], [[Mal'Thael]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|August 21, 2018&lt;br /&gt;
|[[Moar Orcs]] &lt;br /&gt;
|[[Kore]], [[Erakirak]], [[Pyre]], [[Morgan]], [[Ilmig]], [[Lucy]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 22, 2018&lt;br /&gt;
|[[Acid Taint]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]], [[Aznara]], [[Aya]], [[Erakirak]]&lt;br /&gt;
|-&lt;br /&gt;
|August 23, 2018&lt;br /&gt;
|[[He's Dead]]&lt;br /&gt;
|[[Erakirak]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Arachnophobia! (Part 2)]]&lt;br /&gt;
|[[Darius]], [[Dax]], [[Erakirak]], [[Iskandar]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Salina and the Slime]]&lt;br /&gt;
|[[Morgan]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[Crystal]]&lt;br /&gt;
|[[Erakirak]], [[Kestrel]], [[Bhavrad]], [[Darius]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Introductions]]&lt;br /&gt;
|[[Erakirak]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|August 24, 2018&lt;br /&gt;
|[[Grimstalkers]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Join Me]]&lt;br /&gt;
|[[Daechir]], [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Oh noes! Bludgun!]]&lt;br /&gt;
|[[Darius]], [[Edinaz]], [[Erakirak]], [[Razen]], [[Serraphine]], [[Vaalyun]], [[Zelany]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 25, 2018&lt;br /&gt;
|[[Bandits - Swamp Edition]]&lt;br /&gt;
|[[Isilwen]], [[Drue]], [[Darius]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Griffons Meet]]&lt;br /&gt;
|[[Murder]], [[Erakirak]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[MEETUP: Divine Right]]&lt;br /&gt;
|[[Aya]], [[Munch]], [[Walery]], [[Darius]], [[Razen]], [[Fazahd]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Psychadelic Psychic Part 4]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|August 26, 2018&lt;br /&gt;
|[[Marriage Proposals]]&lt;br /&gt;
|[[Aya]], [[Darius]], [[Razen]], [[Morgan]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 27, 2018&lt;br /&gt;
|[[Evinthas Faravanilas]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarshan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Music]]&lt;br /&gt;
|[[Svarshan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Change of Scenery]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Pipeline Problems]]&lt;br /&gt;
|[[Astaren]], [[Kira]], [[Munch]], [[Aftershock]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Suitors, Gods, and Mothers]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]], [[Fazahd]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 28, 2018&lt;br /&gt;
|[[Favors]]&lt;br /&gt;
|[[Darius]], [[Kerbasi]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Destruction]]&lt;br /&gt;
|[[Constantin]], [[Duncan]], [[Ilmig]], [[Krom]], [[Morgan]], [[Yelrona]], [[Aftershock]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 29, 2018&lt;br /&gt;
|[[Trisgwar]]&lt;br /&gt;
|[[Deak]], [[Erakirak]], [[Jaen]], [[Walery]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Estellen Calen]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarshan]], [[Erakirak]], [[Durrankar]], [[Shizin]], [[Sophia]]&lt;br /&gt;
|-&lt;br /&gt;
|August 30, 2018&lt;br /&gt;
|[[Just the Facts]]&lt;br /&gt;
|[[Dax]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mount Meeting]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Erakirak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Prelude: Returning Friends]]&lt;br /&gt;
|[[Erakirak]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Razen]], [[Sophia]], [[Verna]], [[Astaren]] (GM)   &lt;br /&gt;
|-&lt;br /&gt;
|August 30, 2018&lt;br /&gt;
|[[Ghastly!]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Erakirak]]&lt;br /&gt;
|}&lt;br /&gt;
===September===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|September 1, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=The_Psychadelic_Psychic_Part_4&amp;diff=30504</id>
		<title>The Psychadelic Psychic Part 4</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=The_Psychadelic_Psychic_Part_4&amp;diff=30504"/>
		<updated>2018-09-01T17:01:48Z</updated>

		<summary type="html">&lt;p&gt;Bolide: Created page with &amp;quot;The party now has an injured Worg on a bed of spears, and they are within the town limits.   The town now views the group of adventurers as heroes that have stopped the evil c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party now has an injured Worg on a bed of spears, and they are within the town limits. &lt;br /&gt;
&lt;br /&gt;
The town now views the group of adventurers as heroes that have stopped the evil creatures. The village had sent a group of warriors out to meet that of the local Lord's. Based on what you can see now, both sides were decimated pretty hard by the Worgs and the battle. &lt;br /&gt;
&lt;br /&gt;
The village you're in viewed Murder as an evil goblin and Vaalyun as a demon. This place seems to have little in the way of magic or at least, but it is very idyllic. Since the battle, they seem to be removing the /evil/ connotation from your party. After all, you did save them and they're hoping for the best. &lt;br /&gt;
&lt;br /&gt;
BUT HEY! LOOKS LIKE THE PEOPLE ARE STARTING UP A PARTY! Or... maybe that's just where they're congregating to help heal the wounded.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder refreshes spells.&lt;br /&gt;
&lt;br /&gt;
Murder seems adamant on pulling the Worg along on the stretcher of spears and leather. &amp;quot;Hmmm. Shall we go and see what it is they are doing over there? I don't hear music but it looks like a party. Maybe. Hopefully they will help the Worg with some healing.&amp;quot; She pauses, again, to see how the beast is doing, before shouldering the end of the stretcher again and pulling it along.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Might as well, Murder. Take a look at what they're doing and see how they react.&amp;quot; Amy says as she looks at the Worg. &amp;quot;Don't know why you're insisting on bringing that along with us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't even want to know what they consider 'healing' judging by what we've seen here. But your new pet should be stable, I wrapped all the wounds and used enough healing prayer to prevent death for the time being.&amp;quot; Vaalyun says, folding his hands behind his back after they put down the stretcher of spears. &amp;quot;I wonder if the mage even came to this world. Maybe the other side will have more information.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan has arrived.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan refreshes spells.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need a mount, and I know how to ride Worgs.&amp;quot;, Murder says to Amythyst, with a shrug. &amp;quot;I also feel that we don't need to slay a beast. It can be useful to us.&amp;quot; She looks to Vaalyun then and nods. &amp;quot;Thank you very much!&amp;quot;, the Goblin says to the Althean priest. &amp;quot;Are you able to do anything more for him? Perhaps a healing spell or two? Please?&amp;quot; Her eyes go wide and the pupils dilate large enough for the red irises to almost entirely disappear.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to the Worg &amp;quot;hope you know how to handle this thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We don't know if we can control it if we wake it up. If I heal it, and it goes crazy in the middle of this village, who knows how many people it could kill.&amp;quot; Vaalyun says, with a frown, &amp;quot;Do you have the ability to keep it under control? They already don't trust us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The towns people recoil a bit at the worg, but as they see Murder care for it a few of them come over. And soon they're carefully cleaning her matted fur as the Worg twitches this way and that. Partly asleep, partly unconscious, and wholely hurt and nearly dead. &lt;br /&gt;
&lt;br /&gt;
It is a wild worg that's grown up outside of people's interference. While Murder might have a chance at controlling it, right now there's a good chance it'll still be a wild animal. &lt;br /&gt;
&lt;br /&gt;
ON THE UPSIDE! The Worg does look better with its fur cleaned up. All black and shiny.&lt;br /&gt;
&lt;br /&gt;
GAME: Baz da Ork refreshes spells.&lt;br /&gt;
&lt;br /&gt;
The Goblin shrugs out of her backpack, and begins digging inside. She pauses to eye the townsfolk as they clean the Worg, and she smiles faintly. &amp;quot;Thank you.&amp;quot;, she says before turning back to the pack. From the very depths of the pack, she pulls out a chain collar, and what looks to be a muzzle. It is obvious they have not seen the light of day for some time. &amp;quot;I...&amp;quot; She pauses and looks curiously at the Worg a moment. &amp;quot;Heh. I can handle him. I've a collar and muzzle and leash in here. From my old Worg.&amp;quot; Murder blows a breath out her nose noisily, and sets to collaring and muzzling the Worg. A few minutes later she finds the aforementioned leash.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to Murder and watches her put the stuff on the big mut &amp;quot;I am glad you said from the old Worg you had.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big Ork simply slumps down on the ground. His heavily armored and spike covered form going from a combat ready pose to a confused heap of a slouch. Leather creaks and metal groans. Axes and giant curved blades poke out at odd angles. Still Baz seems content and more or less comfortable at the moment. He idly digs in one of the big pouches at his side and draws out some dry rations and one of his wineskins and sets about grabbing a quick meal in his rest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hope that I don't live to regret this...&amp;quot; Vaalyun says, pinching the bridge of his nose. He walks over and goes to one knee next to the worg after it's muzzled, and then strokes it's fur. He calls out to Althea, transferring a bit more healing energy into the creature. Hopefully that muzzle holds if this doesn't go well.&lt;br /&gt;
&lt;br /&gt;
Murder nods to Vaalyun, &amp;quot;Thank you! You won't regret it!&amp;quot; The Gobbo leans into the man then, hugging him at length before letting go. She nods to Morgan and chuckles. &amp;quot;Are you concerned that I had those in my backpack for nefarious purposes?&amp;quot; Grinning, she glances to Baz. &amp;quot;Hey, da, you doing alright?&amp;quot; She moves to the Worg and settles down in front of him. Food is pulled from her pack, and she dangles a tasty tidbit of pork in front of the Worg's nose.&lt;br /&gt;
&lt;br /&gt;
Morgan is ready to blast the Worg if deamed dangerous.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wot?&amp;quot; Baz asks and blinks a few times at Murder, then he nods his head. &amp;quot;Oh, yeah. Just getting a rest, ya learn ta eat and sleep the minute you can on a march.&amp;quot; A mouthful of ration and a wash of liquid later the Ork continues. &amp;quot;You got another doggo eh? Keep him right, or I'll 'ave ta chop 'is head off. Can't be hav'in problem 'fore we fights again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun is hugged by the goblin, and just nods, then gets to his feet with a clink of his armor. &amp;quot;I think delegations from the two sides were meeting. Maybe we should go over and see if one side or the other has some information about our missing mage?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d100: (54): 54&lt;br /&gt;
&lt;br /&gt;
The Worg stirs again as the healing courses through it, the stitched wounds and bandaging now seems to be even less useful. Instead all of the wounds are now closed. With a hard snuffle and an exhale the Worg... &lt;br /&gt;
&lt;br /&gt;
...stays asleep. Though undoubtedly it still needs more time to heal, that healing will be less physical. For the moment it stays quiet besides moving its paws as if it's running.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to the othes &amp;quot;We need to find our target and find a way home... or find where we are though I have a few theries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder's eyes widen and she smiles, though looks a little disappointed that the Worg stays sleeping. She eats the morsel of pork herself, and looks over to the group of people gathered together. Looking back to Vaalyun and the others, the Goblin shrugs. &amp;quot;I think perhaps I should not, since they did not seem to react too well to me. Though I don't hear them calling any of us demons, now. Perhaps you'd like to try talking to them, Vaalyun?&amp;quot; She seems content to watch over the canine. Looking to Morgan, she cants her head. &amp;quot;Oh? Do tell?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;All right. Lead the way, Morgan....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;Well we can be on another plane/planet or on a different part of our own world. If I had a expensive bowl to fill water or a crystal ball I could answer that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a squint from Baz. &amp;quot;Oy, there is sumthing to dat. I can't hear me boss. Me God well. Kor is not yell'n in my ear ta get off my arse and kill.&amp;quot; The big Ork snorts and fidgets, brushing crumb covered fingers over the holy symbol bedazzeled in the front of his armor. &amp;quot;Me touch to da hate is weak, like a stream that drips away from da big river.&amp;quot; Slowly the Ork's restul pose begins to become more anxious. &amp;quot;Oy, where da heck are we?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan shrugs &amp;quot;If we were in the planes you would not have that problem, and if we had time we could of introduce our gods here. But the wizard we are looking for is much stronger then I am so she can tell us more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what's the plan to find her, then? Find what you need to scry for her, or are we going to try the other settlement?&amp;quot; Vaalyun asks, packing his healing kit back up and tucking under the mantle that covers his armor like a cloak.&lt;br /&gt;
&lt;br /&gt;
Murder listens as they speak, and the Goblin simply shrugs her shoulders. &amp;quot;We are likely on another world somewhere far from our own, right? Which is probably why you can't hear the big dummy yelling at you, Baz. I am amazed that magic works here. If mages were to come here in any number, they could tip the balance of power. I do not like this thought.&amp;quot; She strokes along the Worg's side, murmuring to it quietly.&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;I could scry for her, but I need the said items or a silver mirror worth at least 1000 gold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm afraid that I don't have that hidden in my pouch.&amp;quot; Vaalyun says, &amp;quot;So we're going to have to do it the old-fashioned way. Do we want to see if these villagers are more helpful now, or should we just head over to the other camp?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan thinks&lt;br /&gt;
&lt;br /&gt;
Morgan thinks and says &amp;quot;we should start with the ones here, that and if we are on another world I would like to sample some things from here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Goblin huffs and slowly stands. &amp;quot;Let's ask the townsfolk if they have seen the person we're looking for. If they have not, then I think we should go back to where we came in, and try to get back up there. Get back to our world, gather more information, and then see if we can't find the right... portal to step through. Else admit defeat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right.&amp;quot; Baz says as he rises to his feet and starts clomping over towards where the leaders of this place are. &amp;quot;Den lets get dis started. We get some provisions, and any supplies we can get. Get dem talk'n so we know where ta go. Den we get dis done and get back to where we're meant ta be.&amp;quot; The big Ork is clearly agitated at the weakness of his connection to Kor. Likely having had the gregarious diety as a constant and loud part of his life for many years.&lt;br /&gt;
&lt;br /&gt;
Morgan holds the bridge of her nose &amp;quot;They dont speak our language.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But he was able to talk to them.&amp;quot;, Murder says to Morgan, pointing to Vaalyun. &amp;quot;So I assume he can do so again. If need be, we can sleep for the evening, and start off fresh in the morning.&amp;quot; She glances to Baz and nods, looking to the others. &amp;quot;Baz's plan is solid, yes? Shall we do that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As Baz walks up and starts talking, more than a few people are shrinking away and it looks like it's going to turn into another round of ''OH NO DEMON!'' again. &lt;br /&gt;
&lt;br /&gt;
Until, with some measure of amusement and as Morgan pointed it out, so Vaalyun stepped up and did the translation for him... the double translation. One into trade, and then again into their language. &lt;br /&gt;
&lt;br /&gt;
With a bit of an exchange, the talk back and forth is made - inquiring as to if they've seen someone like the description. Eventually it comes out... OH YES! That girl, but she doesn't have pointy ears. She, uh... She uh has disappeared into the countryside with their best warrior. &lt;br /&gt;
&lt;br /&gt;
They seemed to have taken quite the liking to eachother. &lt;br /&gt;
&lt;br /&gt;
And eloped.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to the group &amp;quot;Hiding our ears is super easy with magic.&amp;quot; then says to Val &amp;quot;Ask them how long ago was this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They say it was a couple days ago. The lady came in from out of town, bewildered, lost, and almost immediately fell in with the man. They tried to act like they weren't interested, but everyone in the town knew. &lt;br /&gt;
&lt;br /&gt;
It was like a really bad, cheesey, romance play where the two actors are playing characters taht are totally not together... while they feed eachother berries, and blush. &lt;br /&gt;
&lt;br /&gt;
It was so bad.&lt;br /&gt;
&lt;br /&gt;
Morgan is amused by this &amp;quot;Could you give us a map or a guide to find this couple. We need to talk to her.&amp;quot; she then says to the group &amp;quot;If she wants to stay here I have no problem with that. But if she used charm person on him I will be a unhappy Morgan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They don't know, they just know they went to the south.&lt;br /&gt;
&lt;br /&gt;
Murder gives the Worg a shake. &amp;quot;Come on pups, up you get.&amp;quot;, she says gently to the canine. &amp;quot;I'm going to call you Wilfred. Wake up, Wilfred, come on.&amp;quot; Looking to the others, she waves. &amp;quot;Go on, I'll catch up. South it is, yes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan thinks and then says to her friends &amp;quot;we should leave soon, but we will want to stock up on some suplys and get to know what we might see out there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst looks to Murder. &amp;quot;Come on. Hurry up.&amp;quot; She says as she starts to follow Morgan as well....&lt;br /&gt;
&lt;br /&gt;
Wilfred gives a snuffle and it looks like the worg might be waking up soon at this rate. The townspeople seem very worried about this and begin backing up rapidly.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to the one that is answering the questions &amp;quot;Please tell us of the land, and we would like to buy some suplys.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Supplies might be a good idea, also.&amp;quot;, MUrder says, still shaking the canine insistently, and murmuring at it. &amp;quot;Come on, Wilfred, we can sleep later. Up, up!&amp;quot; She speaks a few sharp words in Goblin-talk. &amp;quot;I also think we may wish to sleep the night somewhere comfortable but eh...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;South is a bit general.&amp;quot; Vaalyun says, &amp;quot;Especially since we don't know the lay of the land, and can't say where good places to hole up might be.&amp;quot; He asks whether the warrior had any favorite hunting spots, or places he liked in the wilderness to the south. Someplace where a man and a woman can hide. At least a place to start looking.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls athletics: (16)+8: 24&lt;br /&gt;
&lt;br /&gt;
ZOMG WORG AWAKE! &lt;br /&gt;
&lt;br /&gt;
With a bolt this way and a bolt that, it starts trying to make a break for it as it's very confused as to what exactly is going on. Murder managed to wrap the reigns around a lamppost though and haul back. The Worg is running-running-running-WHOOP! And then the worg finds its head yanked to the side and its feet out from under him as he slides on the ground. BUT MURDER ISN'T OUT OF THE WOODS (or the town technically) YET!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Bull's Strength. Caster Level: 7 DC: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Guidance. Caster Level: 5 DC: 14&lt;br /&gt;
&lt;br /&gt;
Morgan walks over to the goblin saying some strange words while touching her arm &amp;quot;Hury up on this please.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun swings his healer's kit around in front of him, and starts to pull out bandages and plaster, figuring that broken bones are very likely to be the result of this. Meanwhile, he prays for Althea to provide guidance to the Gobber. Or at least to save them from major catastrophe, like a worg loose in the village.&lt;br /&gt;
&lt;br /&gt;
Murder grunts and holds tightly to the leash, managing to get the lamppost between her and the Worg, throwing herself to the ground as the canine races around it. When it hits the ground, she hops up and moves to it, petting along its head and side. &amp;quot;Shhhh. It's okay. Just relax. I'll let you up again in a moment. Here, want something to nibble on?&amp;quot; She pulls some of that pork from her backpack and offers it to the Worg once more.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls charisma+4: (2)+3+4: 9&lt;br /&gt;
&lt;br /&gt;
ALAS! Try as Murder might to make her intentions known, it is just not fully understood and instead the Worg is back up on his feet now and running. &lt;br /&gt;
&lt;br /&gt;
OH NOES! WORG ON THE LOOSE!&lt;br /&gt;
&lt;br /&gt;
Morgan says to Val &amp;quot;I would just kill the worg but two things a pouty Goblin is anoying and the second I am enjoying this way to much.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder squeaks as she's pulled off of her feet, and slides along the ground behind the Worg, swearing loudly in Goblin, Khazdul, tradespeak and a few other languages besides.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Calm Emotions. Caster Level: 5 DC: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls acrobatics: (5)+8: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 2: (11)+2: 13&lt;br /&gt;
&lt;br /&gt;
Vaalyun scrubs his face with the palm of his hands, and then looks to the heavens as he pulls his holy symbol from his belt, &amp;quot;Star Mother, you protect fools, drunks, and little children, guiding them home. Please protect us now.&amp;quot; That's really just an expression of frustration. He extends the holy symbol, and says, &amp;quot;Feeling the warming embrace of the Evening Star, and calm yourself, my friend. No one here intends to hurt you.&amp;quot; A glow is directed at the worg.&lt;br /&gt;
&lt;br /&gt;
Murder's efforts are rewarded with... She jumps up and lands on the Worg, grabbing the reigns as it starts bucking her about like crazy. &lt;br /&gt;
&lt;br /&gt;
WOOO HOO! This could be like a game if they were able to some how market it, bucking this way and that, and then Vaalyun starts casting, and as he tells it to calm himself the Worg turns toward him and sort of... shakes less. Then less, and cocks his head, staring back at Vaalyun with the same look that a cow might. &lt;br /&gt;
&lt;br /&gt;
MURDER HAS STAYED ON THE HORS-err WORG! WOO! New Wild Worg Riding Record!!&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;good thing I did not bet she would of been launched in that fountain or that pile of sharp things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder continues to swear, only realizing a short time later that the Worg has calmed down. &amp;quot;Woohoooo!&amp;quot;, she cheers.&lt;br /&gt;
&lt;br /&gt;
Vaalyun is concentrating on the Worg, maintaining the spell by praying under his breath and keeping his holy symbol extended. The gobber might consider this cheating, but Vaalyun doesn't want anyone eaten, either.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls Charisma+4: (4)+3+4: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls reflex: (14)+3: 17&lt;br /&gt;
&lt;br /&gt;
Shake... &lt;br /&gt;
&lt;br /&gt;
SHAKESHAKESHAKESHAKESHAKESHAKE &lt;br /&gt;
&lt;br /&gt;
The worg starts whipping itself from one side to the other, trying to get whatever is on his back off. It does not work, at all, as Murder manages to stay on. With Vaalyun's help they manage to get it enough under control and then stored away in a stable with food. &lt;br /&gt;
&lt;br /&gt;
Lots of food. &lt;br /&gt;
&lt;br /&gt;
Because otherwise this was going to be a /nightmare/ of a journey. At least now, when they finally can head back, it'll be easier to get it to Alba's once on the other side.&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|The Psychadelic Psychic Part 4]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30503</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30503"/>
		<updated>2018-09-01T17:00:38Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* August */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Taming of the Sandy]]&lt;br /&gt;
|[[Kaelyn]], [[Selia]], [[Verna]], [[Kerbasi]], [[Sandy]], [[Serraphine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Short Fernwood]]&lt;br /&gt;
|[[Selia]], [[Soup]], [[Xasany]], [[Orenthal]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meat Murder]]&lt;br /&gt;
|[[Murder]], [[Mikilos]], [[Urso]], [[Sigrid]], [[Kira]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[M&amp;amp;M&amp;amp;M]]&lt;br /&gt;
|[[Mikilos]], [[Murder]], [[Mayhem]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|ONGOING&lt;br /&gt;
|[[Chay and the Charn]] (archived LEG request)&lt;br /&gt;
|[[Yelrona]], [[Constantin]], [[Alba]], [[Amaya]], [[Murder]], [[Morgan]], [[Vaalyun]], [[Razen]], [[Daechir]], [[Tawyse]], [[Korra]], [[Bolide]] (staff)&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Thul and other Darkness]] (on-grid RP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|July 14, 2018&lt;br /&gt;
|[[Psychadelic Psychic Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Talking too Much]]&lt;br /&gt;
|[[Yelrona]], [[Banshee]], [[Kravia]], [[Constantin]], [[Aya]], [[Morgan]] &lt;br /&gt;
|-&lt;br /&gt;
|July 15, 2018&lt;br /&gt;
|[[Amaya the only one here?]]&lt;br /&gt;
|[[Amaya]], [[Zant]], [[Aya]], [[Morgan]], [[Kisaiya]], [[Yelrona]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Two Lovers, Forbidden from one another...]]&lt;br /&gt;
|[[Morgan]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Curse in the Woods]]&lt;br /&gt;
|[[Munch]], [[Morgan]], [[Isilwen]], &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|July 16, 2018&lt;br /&gt;
|[[Cookies, Songs, and Kisses]]&lt;br /&gt;
|[[Alik]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting an Arbiter]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]], [[Verna]], [[Kae]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Farmer's Haven I]]&lt;br /&gt;
|[[Erakirak]], [[Baz]], [[Fabris]], [[Liarora]], [[Bhavrad]]&lt;br /&gt;
|-&lt;br /&gt;
|July 17, 2018&lt;br /&gt;
|[[Tasty Fruit Filling]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Skulking, Slaveships, Papers, and Pirates]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Chay]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 18, 2018&lt;br /&gt;
|[[Ridin' Down on the Pie Boat]]&lt;br /&gt;
|[[Ga'Elian]], [[Vaalyun]], [[Morgan]], [[Kravia]], [[Yelrona]], [[Kisaiya]], [[Murder]], [[Desdemona]], [[Minerva]], [[Svarshan]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 19, 2018&lt;br /&gt;
|[[We Are the Folk Song Army...]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Eavesdropping]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 20, 2018&lt;br /&gt;
|[[The Woods are a Busy Place]]&lt;br /&gt;
|[[Amaya]], [[Daechir]], [[Dire Wolf]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Syinir]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 22, 2018&lt;br /&gt;
|[[PRP: Investigating Charneth Investigators]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]], [[Amaya]], [[Vaalyun]], [[Alba]], [[Aya]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[MEETUP: Dream Sharing]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]]&lt;br /&gt;
|-&lt;br /&gt;
|July 23, 2018&lt;br /&gt;
|[[Farmer's Haven II]] (GM Scene log)&lt;br /&gt;
|[[Baz da Ork]], [[Bhavrad]], [[Besra]], [[Erakirak]], [[Fabris]], [[Taleth]], [[Vaalyun]] (Whirlpool DM)&lt;br /&gt;
|-&lt;br /&gt;
|July 27, 2018&lt;br /&gt;
|[[Slavers in the Streets]]&lt;br /&gt;
|[[Astaren]], [[Aya]], [[Daechir]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Razen to the Rescue]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 28, 2018&lt;br /&gt;
|[[Giving Away Candy]]&lt;br /&gt;
|[[Aya]], [[Yelrona]] &lt;br /&gt;
|-&lt;br /&gt;
|July 29, 2018&lt;br /&gt;
|[[More Candy]]&lt;br /&gt;
|[[Aya]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===August===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|August 1, 2018&lt;br /&gt;
|[[Wrestling Day]] (on grid rp)&lt;br /&gt;
|[[Chloe]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Razen]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social (Part 9)]]&lt;br /&gt;
|[[Aya]], [[Astaren]], [[Chloe]], [[Constantin]], [[Daechir]], [[Vaalyun]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 4, 2018&lt;br /&gt;
|[[Goblin Shakedown (PrP)]]&lt;br /&gt;
|[[Smuldur]], [[Walery]], [[Burghuk]], [[Chloe]]&lt;br /&gt;
|-&lt;br /&gt;
|August 6, 2018&lt;br /&gt;
|[[Bunnies of DOOM]]&lt;br /&gt;
|[[Amaya]], [[Baz da Ork]]; [[Bhavrad]], [[Chloe]] [[Erakirak]], [[Razen]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 7, 2018&lt;br /&gt;
|[[Forest on Foot]] (PRP)&lt;br /&gt;
|[[Smuldur]], [[Erakirak]], [[Galidor]], [[Iskandar]], [[Vaalyun]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 8, 2018&lt;br /&gt;
|[[Wednesday Social]] &lt;br /&gt;
|[[Astaren]], [[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Murder]], [[Razen]], [[Yelrona]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 8, 2018&lt;br /&gt;
|[[Afterbunn]]&lt;br /&gt;
|[[Chloe]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|August 9, 2018&lt;br /&gt;
|[[Digging Holes]] &lt;br /&gt;
|[[Aya]], [[Chloe]], [[Dax]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Razen]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Digging Holes (Part 2)]]&lt;br /&gt;
|[[Chloe]], [[Erakirak]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]], [[Razen]], [[Walery]]&lt;br /&gt;
|-&lt;br /&gt;
|August 10, 2018&lt;br /&gt;
|[[Buyer Beware]] &lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Daechir]], [[Walery]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Seller Beware]]&lt;br /&gt;
|[[Yelrona]], [[Razen]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Shadow of Death - Mitclin]] (PRP)&lt;br /&gt;
|[[Durrankar]], [[Erakirak]], [[Kravar]], [[Morgan]], [[Razen]], [[Svarshan]], [[Un'eth]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out FINAL]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Discretion]]&lt;br /&gt;
|[[Walery]], [[Aya]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Truth of a Lie]]&lt;br /&gt;
|[[Aya]], [[Daechir]]&lt;br /&gt;
|-&lt;br /&gt;
|August 11, 2018&lt;br /&gt;
|[[Bandits! (PrP)]]&lt;br /&gt;
|[[Banshee]], [[Walery]], [[Lucy]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|August 12, 2018&lt;br /&gt;
|[[You can't have them! (PrP)]]&lt;br /&gt;
|[[Whuridred]], [[Sorscha]], [[Dax]], [[Molly]]&lt;br /&gt;
|-&lt;br /&gt;
|August 13, 2018&lt;br /&gt;
|[[It's a Journey]]&lt;br /&gt;
|[[Svarshan]], [[Walery]], [[Yelrona]], [[Kira]], [[Halana]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wicked Encounter]]&lt;br /&gt;
|[[Astaren]], [[Aya]], [[Dax]], [[Halanaestra]], [[Iskandar]], [[Sasha]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 15, 2018&lt;br /&gt;
|[[Pointers]]&lt;br /&gt;
|[[Aya]], [[Halanaestra]], [[Daechir]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social (Part 11)]]&lt;br /&gt;
|[[Astaren]], [[Cesran]], [[Constantin]], [[Daechir]], [[Durrankar]], [[Kira]], [[Morgan]], [[Serraphine]], [[Svarshan]], [[Yelrona]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 16, 2018&lt;br /&gt;
|[[Arachnophobia!]] (PRP)&lt;br /&gt;
|[[Arzaneth]], [[Dax]], [[Halanaestra]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Heavy Metal]] (PRP)&lt;br /&gt;
|[[Arynne]], [[Erakirak]], [[Vaalyun]], [[Valadhiel]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 17, 2018&lt;br /&gt;
|[[Lies come hard to disguise]] &lt;br /&gt;
|[[Yelrona]], [[Daechir]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Tiniest Matter]] &lt;br /&gt;
|[[Daechir]], [[Elzeiros]], [[Erakirak]], [[Halanaestra]], [[Kaelyn]], [[Vaalyun]], [[Walery]]&lt;br /&gt;
|-&lt;br /&gt;
|August 18, 2018&lt;br /&gt;
|[[Achmel's Amazing Sights]] &lt;br /&gt;
|[[Aya]], [[Daechir]], [[Dax]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Mound]] &lt;br /&gt;
|[[Daechir]], [[Dax]], [[Edinaz]], [[Pyre]], [[Shara]], [[Bhavrad]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 19, 2018&lt;br /&gt;
|[[Pyre Drops In]]&lt;br /&gt;
|[[Pyre]], [[Mikilos]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Well met]]&lt;br /&gt;
|[[Mikilos]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|August 20 2018&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Dark Halberd]] &lt;br /&gt;
|[[Arzaneth]], [[Baz da Ork]], [[Daechir]], [[Edinaz]], [[Halbraeth]], [[Iskandar]], [[Mal'Thael]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|August 21, 2018&lt;br /&gt;
|[[Moar Orcs]] &lt;br /&gt;
|[[Kore]], [[Erakirak]], [[Pyre]], [[Morgan]], [[Ilmig]], [[Lucy]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 22, 2018&lt;br /&gt;
|[[Acid Taint]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]], [[Aznara]], [[Aya]], [[Erakirak]]&lt;br /&gt;
|-&lt;br /&gt;
|August 23, 2018&lt;br /&gt;
|[[He's Dead]]&lt;br /&gt;
|[[Erakirak]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Arachnophobia! (Part 2)]]&lt;br /&gt;
|[[Darius]], [[Dax]], [[Erakirak]], [[Iskandar]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Salina and the Slime]]&lt;br /&gt;
|[[Morgan]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[Crystal]]&lt;br /&gt;
|[[Erakirak]], [[Kestrel]], [[Bhavrad]], [[Darius]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Introductions]]&lt;br /&gt;
|[[Erakirak]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|August 24, 2018&lt;br /&gt;
|[[Grimstalkers]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Join Me]]&lt;br /&gt;
|[[Daechir]], [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Oh noes! Bludgun!]]&lt;br /&gt;
|[[Darius]], [[Edinaz]], [[Erakirak]], [[Razen]], [[Serraphine]], [[Vaalyun]], [[Zelany]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 25, 2018&lt;br /&gt;
|[[Bandits - Swamp Edition]]&lt;br /&gt;
|[[Isilwen]], [[Drue]], [[Darius]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Griffons Meet]]&lt;br /&gt;
|[[Murder]], [[Erakirak]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[MEETUP: Divine Right]]&lt;br /&gt;
|[[Aya]], [[Munch]], [[Walery]], [[Darius]], [[Razen]], [[Fazahd]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Psychadelic Psychic Part 4]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|August 26, 2018&lt;br /&gt;
|[[Marriage Proposals]]&lt;br /&gt;
|[[Aya]], [[Darius]], [[Razen]], [[Morgan]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 27, 2018&lt;br /&gt;
|[[Evinthas Faravanilas]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarshan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Music]]&lt;br /&gt;
|[[Svarshan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Change of Scenery]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Pipeline Problems]]&lt;br /&gt;
|[[Astaren]], [[Kira]], [[Munch]], [[Aftershock]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Suitors, Gods, and Mothers]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]], [[Fazahd]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|August 28, 2018&lt;br /&gt;
|[[Favors]]&lt;br /&gt;
|[[Darius]], [[Kerbasi]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Destruction]]&lt;br /&gt;
|[[Constantin]], [[Duncan]], [[Ilmig]], [[Krom]], [[Morgan]], [[Yelrona]], [[Aftershock]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|August 29, 2018&lt;br /&gt;
|[[Trisgwar]]&lt;br /&gt;
|[[Deak]], [[Erakirak]], [[Jaen]], [[Walery]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Estellen Calen]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarshan]], [[Erakirak]], [[Durrankar]], [[Shizin]], [[Sophia]]&lt;br /&gt;
|-&lt;br /&gt;
|August 30, 2018&lt;br /&gt;
|[[Just the Facts]]&lt;br /&gt;
|[[Dax]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mount Meeting]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Erakirak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Prelude: Returning Friends]]&lt;br /&gt;
|[[Erakirak]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], [[Razen]], [[Sophia]], [[Verna]], [[Astaren]] (GM)   &lt;br /&gt;
|-&lt;br /&gt;
|August 30, 2018&lt;br /&gt;
|[[Ghastly!]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Erakirak]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=File:Burghuk.jpg&amp;diff=30338</id>
		<title>File:Burghuk.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=File:Burghuk.jpg&amp;diff=30338"/>
		<updated>2018-08-22T08:58:04Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=File:Chloe.jpg&amp;diff=30222</id>
		<title>File:Chloe.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=File:Chloe.jpg&amp;diff=30222"/>
		<updated>2018-08-08T08:26:02Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Ridin%27_Down_on_the_Pie_Boat&amp;diff=30159</id>
		<title>Ridin' Down on the Pie Boat</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Ridin%27_Down_on_the_Pie_Boat&amp;diff=30159"/>
		<updated>2018-07-22T07:10:59Z</updated>

		<summary type="html">&lt;p&gt;Bolide: Created page with &amp;quot; It's a beautiful summer day in Alexandria. The kind of day that a trip on a ferry down the river was made for. Starting here, out in the wilds, with the intent of slowly drif...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
It's a beautiful summer day in Alexandria. The kind of day that a trip on a ferry down the river was made for. Starting here, out in the wilds, with the intent of slowly drifting into the city. &lt;br /&gt;
&lt;br /&gt;
There are actually several ferries for citizens to enjoy a nice, lazy river trip together. And adventurers. Because of /course/ there are. &lt;br /&gt;
&lt;br /&gt;
All in all, it's just a pleasent day with a slight breeze and a shining sun!&lt;br /&gt;
&lt;br /&gt;
Ga'Elian sits on a low branch of an old oak tree that overhangs the river. He is basking in the day and humming softly, but cheerfully.&lt;br /&gt;
&lt;br /&gt;
Vaalyun has eschewed his armor, and goes in only his clerical robes today, hoping beyond hope that it will be just a simple trip down the river. After recent events, he's twitchy, as if there is a bandit or werewolf or demon behind every tree, and the sun and quiet are themselves conspiring to conceal a deadly ambush. Adventuring, perhaps, is not the best for one's mental health or faith in humanity (or humanoidity?) Then he realizes it, with a sigh, &amp;quot;Why did I /ever/ agree to a boat trip. I hate boats.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan stands by the waters edge as she listens to the water making the sounds it makes when it breaks to shre.&lt;br /&gt;
&lt;br /&gt;
GAME: Yelrona accepts a meet and will arrive momentarily.&lt;br /&gt;
&lt;br /&gt;
Yelrona has arrived.&lt;br /&gt;
&lt;br /&gt;
Kravia is dressed up for the occasion. Her leather armor has been traded out for a bright, yellow summer dress, complete with a yellow hat with a floral arrangement on top, and a wee parasol. She is currently contemplating the river from the railing of the ship. She glances over at Vaalyun and smiles toothily. &amp;quot;It's a decent boat trip though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder has arrived.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OH MY GODS!&amp;quot; Kisa call out as she leans on the edge of one of the ferries, &amp;quot;HURRY THE HELLS UP!&amp;quot; She looks like she's in hell for that matter, with the hang of half of herself over the side railing. Not because she's sick mind you, because Kisa is -bored-. SO BORED. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;UUUUUUUGH! I said we should take the ferry because you said it would be /fun/ Tami.&amp;quot; A look over her shoulder, &amp;quot;Tami. Tami? TAMI!! TA-A-AM-I-I-I!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;WHAT?!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hi. You said this would be fun.&amp;quot; Kisa drags herself off of the side railing and starts toward the other woman. &amp;quot;THIS IS BORING.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Tami /was/ talking to one of the deckhands. A rather strapping fellow who was leaning on the railing with a jaunty sort of angle to his lean. &amp;quot;I /was/.&amp;quot; Her tone cold, a slow turn to face Kisa. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh come off it, the Duke was cuter even if he wasn't a Duke.&amp;quot; Kisa rolls her eyes at her assistant.&lt;br /&gt;
&lt;br /&gt;
Murder is dressed up for the occasion. Her leather armor has been traded out for a bright, yellow summer dress, complete with a yellow hat with a floral arrangement on top, and a wee parasol. She is currently contemplating the river from the railing of the ship. She glances over at Vaalyun and smiles toothily. &amp;quot;It's a decent boat trip though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yelrona appears to have traded out her usual garb for well-tailored civilian clothes, a wide-brimmed hat, and a green silk scarf. She is leaning on the ferry railing, what would be sunbathing if it weren't night out, listening to the sounds and voices washing over her.&lt;br /&gt;
&lt;br /&gt;
Desdemona hasn't found herself a new airship yet, so she's trying to at least get the feel of being on a ship on the water. Sure it isn't a large sea dwelling vessal, but she is getting her fix wherever she can these days. Besides, the weather is nice, and she had a little extra coin, so why not go take a quick trip? She's in a vibrant red outfit with a large hat on her head to keep the sun out of her face and is generally amused by the people she is riding with, but is keeping to herself for once.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's a /boat/. It travels on the water. That's all that matters.&amp;quot; Vaalyun says, with a sigh, &amp;quot;If only the lads back in the Jade Isles could see me now. To think I used to leap from one ship to another with a dagger in my teeth. Oh, well... The Star Mother touches us all, and perhaps this is a reminder of past wickedness.&amp;quot; He swallows hard, and says, &amp;quot;The water isn't that deep, is it? I mean, if we sink...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan steps on the boat &amp;quot;I like boats, some day I will own one of my own&lt;br /&gt;
&lt;br /&gt;
Murder cants her head to one side, grinning. &amp;quot;Can't you swim? You're not in your heavy armor, at least. Don't worry, if the ship sinks, I'll save you.&amp;quot; She offers Yelrona wave, and then Morgan, before looking back out over the river. &amp;quot;I think owning a houseboat could be really neat, but I'm leaning towards getting one of the housecarts instead. No worries about sinking there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian hops down from the branch as the ferry passes beneath. Once he is on deck, he turns toward Yelrona and says, &amp;quot;Heya. Not watching the slave boats tonight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yelrona raises an eyebrow to Elian. &amp;quot;I'm on the river, aren't I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva has arrived.&lt;br /&gt;
&lt;br /&gt;
Morgan gives a wave to all that did the same to her &amp;quot;Rona after this trip I need to talk to you about something private.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sure, I can swim. I also managed to float half-dead across the Southern Ocean. That doesn't mean I particularly want to tempt fate a second time, and with one less good leg.&amp;quot; Vaalyun says, with a chuckle. Then he takes a few deep breaths and steels himself. One... two... Wait. Just a second longer. Okay. One... two... And he steps onto the ferry, taking hold of the railing with a white-knuckled grip.&lt;br /&gt;
&lt;br /&gt;
Yelrona nods to Morgan. &amp;quot;Of course.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva comes walking along the river's edge, checking the sods occasionally with the stab with the butt end of a very tall spear. They seem content, and alert. When the group comes into sight, they halt, and wave in a carefully practiced manner.&lt;br /&gt;
&lt;br /&gt;
Overhearing the conversation between Murder and Vaalyun and smirks. &amp;quot;Well, if you look at it this way, if you fall out of the ferry, you're likely to float. If you fall out of an airship, that's where the real problems start. This is probably safer if you think about it.&amp;quot; She pauses for a moment before looking in the water. &amp;quot;Unless there are sea monsters living in the river, which I find unlikely.&amp;quot; She says brightly as she hops onto one of the ferries.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, you float when you fall out of an airship, also,&amp;quot; Rona observes. &amp;quot;Just... not for very long. And, yes, they'd be chased off by the river-monsters, I imagine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Goblin nods at what Vaalyun says, but shrugs. &amp;quot;At least it was warm. Relatively speaking. If you'd done that up north, you'd have been a priestcicle.&amp;quot; Murder chuckles at the two-fisted, white-knuckled grip the priest takes, and shakes her head. &amp;quot;You'll be fine, we're not going to sea.&amp;quot; Her ears perk up at the sight of the blue Sith walking along the side of the riverbank, and offers a wave in return, a wave that is made with more abandon than the practiced one the Sith provides. At Desdemona's comment about the airship and falling, she giggles. &amp;quot;It's not the fall that kills you, it's the sudden thud at the end that does.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With most everyone who's doing this aboard one of the ferries now, the sailors (there's only a few of them necessary for operating this boat) set about their business and push away from dock. The boat drifts lazily away. People are spreading out. The ferry is fairly large and there's more than enoug room for average people to settle in and start having a picnic on the mighty Tornmawr.&lt;br /&gt;
&lt;br /&gt;
Ga'Elian interrupts and says, &amp;quot;That's what feather fall rings are for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wouldn't have been at the time, I wasn't a priest yet. I wound up at an Althean monastery, and that's how I decided to become a clergyman.&amp;quot; Vaalyun explains, his eyes scanning the water for a few seconds before he manages to tear himself away from the sight of all that drowny, floaty, wet water. &amp;quot;As for sea monsters, I wouldn't put anything past this area. You wouldn't believe what lives in the sewers around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan listens to the water and says &amp;quot;well if there is a moster in the river I can swim... or fly away.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yelrona says, &amp;quot;Flying is probably safer. On the other hand, if we're attacked by flying beasts swimming underwater is probably safer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kisa flings her arms up again and then lets them flop back down at her side as she rolls her eyes, &amp;quot;I'm SERIOUS! And /and/ I tried to set you back up with the duke.&amp;quot; She looks at the deckhand, &amp;quot;Hear that /Duke/. He's a /Duke/.&amp;quot; A raise of an eyebrow and she crosses her arms in a bit of a huff. &lt;br /&gt;
&lt;br /&gt;
Tami slowly slides her hand over her face as Kisa just embarrassed the ever living hell out of her. &amp;quot;Kisa.&amp;quot; The sound muted as it's coming through the hands, &amp;quot;Kida, he has a wife. He was trying to - you know what. Use your imagination. He wasn't even a Duke.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kisaiya looks back at Tami, throws her head back in a sigh and starts stomping off back the way she came. &amp;quot;THIS BOAT RIDE IS TERRIBLE! THANK GODS THEIRS NO CATS OR I'D BE MAKING YOU PAY FOR THIS TAMI!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Standing a little to one side on the ferry's deck, the Sith'makar listens for a while to the conversation. They seem to consider it, perhaps overly careful. After a few moments, they say with a voice in a surprisingly warm timbre, if accented, &amp;quot;should we be accosted, I would be proud to stand before you, priest. Although one man's monster is another's guest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well yes, it is the ground that is the deadliest part. The fall is actually very exciting, one of the best thrills I've had in my life.&amp;quot; Once the ferry gets moving, Desdemona finds a place to settle in at and just enjoy the ride. Smirking to the priest, Desedmona nods her head. &amp;quot;I've been down there. I've seen things that were absolutely terrible. I've decided to no longer take contracts that lead me to the sewers.&amp;quot; Mostly, it's the tight enclosed space that has her so uncomfortable, no the monsters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And vice-versa, I suppose,&amp;quot; Rona says to Minerva.&lt;br /&gt;
&lt;br /&gt;
Murder looks to Ga'Elian and nods. &amp;quot;That would have been handy during one of my misadventures. But luckily I know how to cast feather fall. Which is good, because a ring would have only helped one of us, the spell got all four of us. Course... that didn't help much against the army that showed up to shower us with arrows, but that's a different story.&amp;quot; Grinning to Yelrona, she shrugs. &amp;quot;We could simply just speed away on the boat instead of getting wet or the wind in our hair.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Vaalyun's comments, the Goblin nods to him. &amp;quot;I actually would believe it. I've had first hand experience. Sometimes... it was me, the monster in the sewers.&amp;quot; She glances at Minerva then, a toothy grin forming on her face, and looks back to Vaalyun. &amp;quot;See? Your knight in shining armor is here, ready to jump to and defend you from getting wet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yelrona nods agreement. &amp;quot;Boat would be better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you.&amp;quot; Vaalyun says, at the offer to defend him, &amp;quot;I do need to find someone to practice with - some sort of warrior. I need to improve my macework, based on what I've seen around here - and elsewhere - in the last few months.&amp;quot; He chuckles at Murder, and says, &amp;quot;I thought Paladins were knights in shining armor, though I'm happy for all the help I can get. We are all allies in the fight against things that go bump in the night, hrm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva makes a slight sound that might be an akward chuckle. They check their nails on one hand, then look up and around at Murder. &amp;quot;Tell me, was that too forward? I'm never very sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The blue Sith sighs and shrugs. &amp;quot;Regardless. If you are all from Alexandria&amp;quot;, which she pronounces very carefully, &amp;quot;I am at your disposal. It's been a long jounrey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ga'Elian walks over to Vaalyun, says, &amp;quot;Why all the anxiety, Hearthguard? Look all around you and see the beauty of a summer's day away from the city. See the blue sky, the green trees. Smell the honeysuckle and the freshness of the air. Listen to the song of birds and the gurgling of the river. Failing all that, find something to help you feel more cheerful: music, vigorous exercise, connection with friends.&amp;quot; He pats the priest lightly on his shoulder and says, &amp;quot;Smile.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yelrona gives a one-shouldered shrug to Vaalyun. &amp;quot;Elian has a point. Not to mention, sometimes we _are_ the things that go bump in the night. But I can do some sparring with you later, if you like. I'm more of an archer than a mace-swinger, but sometimes we're forced into situations we don't prefer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Goblin shrugs in reply to Minerva's question. &amp;quot;I don't know. I mean, I'm usually blunt and to the point most of the time, which occasionally ruffles feathers. Can you be too forward? Yes. Was that? No, I don't believe so.&amp;quot; She eyes the shoreline at this point, and grins to herself before looking to Vaalyun. &amp;quot;If the good Sith-makar here cannot provide you with a good workout, I would be happy to.&amp;quot; At Yelrona's response, the Gobbo goes all toothy-smile again. &amp;quot;As will others, it seems. You have no lack of wits and muscle to pit yourself against. But I think it would be rude to pass over the blue lady's offer, at least give her first refusal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cackling, Murder waves to everyone, and turns, mounting the railing swiftly and leaping boldly over the gap between the ship and the shore. She nails the landing handily, and begins the journey towards the mountains, her yellow dress making it easy to keep track of her progress.&lt;br /&gt;
&lt;br /&gt;
Vaalyun gives a sigh, and tries visibly to relax. &amp;quot;You're right, of course. It's just a little cruise down the river. No trouble expected. The sun is shining, the birds are out, and the blessings of the gods are apparent in peace and good friends. No thoughts of sinking and being eaten by gelantanous cubes or sea monsters or undead abominations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder goes Back to Road &amp;lt;W&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Murder has left.&lt;br /&gt;
&lt;br /&gt;
Morgan sits down in the front and runs a hand in the water by the edge of the boat &amp;quot;wouldent it be great to just float on the water to just let the curents take you for a calm ride. I bet some people would pay a silver for that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Svarshan has arrived.&lt;br /&gt;
&lt;br /&gt;
Minerva looks over at Yelrona. &amp;quot;It's very true. Would I trust myself, were I to creep up on my campfire unnoticed? But I am not here for ... wise-words. I hope to learn the lands, so that I can serve the patrol one day, or the gate-guards.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Sith leans against a railing and gestures. &amp;quot;I find the low-lands surprisingly peaceful, and this helps. The mountain tribes do not think them to be this way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Svarshan has left.&lt;br /&gt;
&lt;br /&gt;
Ga'Elian has left.&lt;br /&gt;
&lt;br /&gt;
Minerva sits up and turns around from having faced the water, now looking over the the fellow passengers more safely ensconced on the ferry. &amp;quot;I ... am pleased, to see that the Children of Fire are so welcome.&amp;quot; There's a hint of hesitance - perhaps confusion.&lt;br /&gt;
&lt;br /&gt;
Constantin shakes his head a little, blinking. He grins towards Minerva. &amp;quot;It's okay. It's a confusing, if welcoming, place here. But we do have pie.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says ti Minerva &amp;quot;With the large amout of mix races people are generaly nicer but you will find some one here that will be a twit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva looks quizzical, her head slight cocked sideays. &amp;quot;A ... twit? All the same, it is better to assume civility&amp;quot;, the word spoken with great care, &amp;quot;than suspicion, I believe. There's too much of that down a long road.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It looks like one side just scored a point, having sent the ball through some sort of mid-air goal spot. How they're determining that is hard to say, but it's definitely some kind of invisible line! &lt;br /&gt;
&lt;br /&gt;
Eagleran. They're weird.&lt;br /&gt;
&lt;br /&gt;
Constantin points up at the sky. &amp;quot;Does anyone know what's going on up there?&amp;quot; He nods to Minerva. &amp;quot;Wise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan follows with &amp;quot;Well you will find many civil people here, but dont expect universal love.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kisaiya has left.&lt;br /&gt;
&lt;br /&gt;
The blue Sith gestures as she stands up. &amp;quot;I am carrying a lance, not a flower. A spear can protect peace from the violent, and maybe a flower - but a plant won't safe you when words fail. I will not look for it, but...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Her words die away, and she lifts a golden amulet from beneath her scale vest. Holding it up, it catches the light and shimmers. &amp;quot;This was a promise I made. As the Dawn star promises the day, so I will hold the night at bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva leans back against the railing and looks more carefully, from one to the other. &amp;quot;You, the flowers and all, seem a warrior. There's something in the way you bear yourself. I am Minerva.&amp;quot; She wrily shrugs. &amp;quot;I realize I should have said so long before; I am sorry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin waves a hand. &amp;quot;Don't worry about it. My name is Constantin, sometimes called the Blood Rose.&amp;quot; He smiles brightly. &amp;quot;I serve Althea, but I'm something of a monster-hunter. There's nothing contradictory between flowers and combat, though. Nothing at all. A pleasure, Minerva.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva she nods, and relaxes a little. &amp;quot;I suppose Minerva is what I call *myself*, rather than my name, truth be told, but that may be for the best. I'm just learning, but does your Lady not serve as the warden of nest and hearth? If so, we are siblings in arms, even if the Dawn Star travels her own path, at times. It takes a home to return to, to give us the strength to bear arms against those who would take it away.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin nods once. &amp;quot;Yes, indeed. She does, in one of her incarnations.&amp;quot; He smiles faintly, a little sadly. &amp;quot;And sometimes we need to make our own homes, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva leans forward, her emerald eyes intent. &amp;quot;It's true; far too true. Worse, some may need to find their own kin, as they can no longer call the ones they sprang from nestlings. That's why we stand, so that others can rest.&amp;quot; She makes a hand-gesture. &amp;quot;Golden Lady and Silver Queen, I hope that this city will be that place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin nods. &amp;quot;The city has been ever so kind to me. It had made me a new home, with new hope.&amp;quot; A pause. &amp;quot;Sometimes the people we save are our selves, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Turning around, part-ways, Minerva looks sideways at the shoreline and the citywalls approaching. The distant mountains seem to bring a memory, and she is quiet for a while.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know&amp;quot;, she says. &amp;quot;I wondered, at times, whether I was saving myself or running from a fight. Now, I think I'm preparing to make a difference. It make take a while, but I'm not giving up on what came before.&amp;quot; She looks the swordsman over. &amp;quot;And, if you can forgive yourself, neither should you. I don't know what you went through, but you serve peace by the blade. That's a tough choice, and it seems to me one born out of hard times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin keeps smiling wryly. &amp;quot;Well, yes. As always, it's more complicated than that. Just be mindful that there are also plenty of fights here -- everyone comes here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good&amp;quot;, she says. &amp;quot;That should keep me in shape. I just hope...&amp;quot; She shrugs. &amp;quot;Anyway. City's approaching. Can you suggest a place to stay, for one new? I have been seeing some kin at Mictlan, but perhaps I should join the city proper.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin nods. &amp;quot;Try the Fernwood. It's a little more expensive, but it'll be a better start than some of the others.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva looks in Constantin's direction, almost hesitantly. &amp;quot;If you'll allow me? Is there a temple to the Dawn Star in Alexandria? I made my promises, but the pendant was a gift, and... well, I feel I need to have a witness in this new home to the promises I made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin nods. &amp;quot;There is -- in the Temple square. You should be able to find it easily.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Minerva nods. &amp;quot;The Fernwood, and the Temple Square. I'll go make my introductions. Hopefully, we'll meet again, and in peace.&amp;quot; She smiles her toothy smile at the swordsman.&lt;br /&gt;
&lt;br /&gt;
Constantin says, &amp;quot;Be well, Minerva.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the ferry nears the shore, the Sith takes up her spear and tests the boat's stability. Trusting in what she feels, she takes a great leap and lands smoothly on the shore. She turns, and waves - the same careful gesture she arrived with.&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Ridin' Down on the Pie Boat]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30158</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30158"/>
		<updated>2018-07-22T07:10:25Z</updated>

		<summary type="html">&lt;p&gt;Bolide: /* July */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] &amp;amp; [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|July 14, 2018&lt;br /&gt;
|[[Psychadelic Psychic Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Talking too Much]]&lt;br /&gt;
|[[Yelrona]], [[Banshee]], [[Kravia]], [[Constantin]], [[Aya]], [[Morgan]] &lt;br /&gt;
|-&lt;br /&gt;
|July 15, 2018&lt;br /&gt;
|[[Amaya the only one here?]]&lt;br /&gt;
|[[Amaya]], [[Zant]], [[Aya]], [[Morgan]], [[Kisaiya]], [[Yelrona]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Two Lovers, Forbidden from one another...]]&lt;br /&gt;
|[[Morgan]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Curse in the Woods]]&lt;br /&gt;
|[[Munch]], [[Morgan]], [[Isilwen]], &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|July 16, 2018&lt;br /&gt;
|[[Cookies, Songs, and Kisses]]&lt;br /&gt;
|[[Alik]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting an Arbiter]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]], [[Verna]], [[Kae]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Farmer's Haven I]]&lt;br /&gt;
|[[Erakirak]], [[Baz]], [[Fabris]], [[Liarora]], [[Bhavrad]]&lt;br /&gt;
|-&lt;br /&gt;
|July 17, 2018&lt;br /&gt;
|[[Tasty Fruit Filling]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Skulking, Slaveships, Papers, and Pirates]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Chay]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 18, 2018&lt;br /&gt;
|[[Ridin' Down on the Pie Boat]]&lt;br /&gt;
|[[Ga'Elian]], [[Vaalyun]], [[Morgan]], [[Kravia]], [[Yelrona]], [[Kisaiya]], [[Murder]], [[Desdemona]], [[Minerva]], [[Svarshan]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 19, 2018&lt;br /&gt;
|[[We Are the Folk Song Army...]]&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Eavesdropping]]&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 20, 2018&lt;br /&gt;
|[[The Woods are a Busy Place]]&lt;br /&gt;
|[[Amaya]], [[Daechir]], [[Dire Wolf]], [[Ga'Elian]], [[Morgan]], [[Syinir]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Two_Lovers,_Forbidden_from_one_another...&amp;diff=30121</id>
		<title>Two Lovers, Forbidden from one another...</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Two_Lovers,_Forbidden_from_one_another...&amp;diff=30121"/>
		<updated>2018-07-16T00:52:05Z</updated>

		<summary type="html">&lt;p&gt;Bolide: Created page with &amp;quot;Morgan flips to one book and then mutters in a anoyed voice as the binding cracks &amp;quot;Cant sell this now damnit.&amp;quot;   Aithil floats into the pub with a hum of her voice and a sweep...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Morgan flips to one book and then mutters in a anoyed voice as the binding cracks &amp;quot;Cant sell this now damnit.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Aithil floats into the pub with a hum of her voice and a sweep of her hand over the book to flip the page. She smiles more broadly as she looks it over. &amp;quot;Right. Right-right-right. THIS! This is what I was looking for. You are that dumb passage I hate so much. And you're already notated!&amp;quot; She gives a crinkle to her nose, glancing up from the book for a moment to catch sight of Morgan. &lt;br /&gt;
&lt;br /&gt;
Aithil gives a little sniff, a raise of her chin. She still hasn't forgotten the embarrassment that Morgan had given her last time they were in this very pub. She flips the page dramatically... the flips it back.&lt;br /&gt;
&lt;br /&gt;
Morgan would not notice Aithil as she is so angered at how she made a rookie mistake and messed up a book, but she did speak up &amp;quot;I know we are a bit upset at each other but please join me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil glares at Morgan, then puts her nose up in the air again as she continues floating, &amp;quot;Ask /nicely/.&amp;quot; She says it overly dramatically. One arm crossed over her front as the other is still holding the book with her thumb keeping track of the right page.&lt;br /&gt;
&lt;br /&gt;
Morgan looks confused &amp;quot;I said please, more then that would be begging.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil opens and closes her mouth a couple times, with a frown as if... this was not right. She had expected something different - maybe she even misheard the first one. Either way, Aithil floats there next to the table, her mouth opening and clothing in a very fish-like way. &amp;quot;Oh.&amp;quot; She moves a little closer, then a little further back, back forward to reach for the chair.&lt;br /&gt;
&lt;br /&gt;
Morgan uses mage hand to help herwith the chair as she thinks it might be odd to do things like that &amp;quot;I am sory, I know you dont like baudyness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil murmurs something as the chair is pushed back with help and she bites the inside of her lip. Soon she slides up onto the chair, hovering a little bit above it. Her eyes dance again off to the side, not saying anything at first as she chews her lip a bit more. She frowns and looks down into her lap before nodding. &amp;quot;I don't like that, no. The crass-ness isn't... me. At all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;Well my love as many tell me I have no filter and tend to be a bit rude. I do try not to but things slips out, but that is hence why I dont have to many close friends.... well except for you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's not about being rude!&amp;quot; Aithil says with a bit of an edge leeching into her voice, she looks up sharply toward the other woman. &amp;quot;It's about... being crass. Telling people intimate things, doing things that embarrass me in public because you're talking about /personal/ things.&amp;quot; Her eyes sway off to one side, then to the other, her hands moving off to one side and then the other.&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;I understand your feelings but do you understand mine?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil looks off to one side, then the other, her mouth opening and closing with her brows furrowing deeply. &amp;quot;I, uh, wha-what?&amp;quot; She shakes her head from side-to-side with another furrow, &amp;quot;You're asking if I understand that you have a difficult time filtering yourself?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan shakes her head &amp;quot;you use me at your convenience, I love you and I want every one know it. I hate that you come and see me when you only want it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil squints at Morgan, &amp;quot;I didn't even know you were here and I came to sit at the table because you asked, that's hardly at /your/ convenience.&amp;quot; The elf sitting across from her sets the book down roughly on the table.&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;this was by chance I will admit to that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Half the time it is.&amp;quot; Aithil says with a purse of her lips, &amp;quot;The rest of the time it's one or the other. There is no ''at my convenience'' about our meeting. Now it /is/ when we /talk/ about us, but I told you -why-. That's not my fault that they're that-that ridiculous. I'm not about to disown my family!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;But it would be nice to have some one to stand up for me as I will stand up for you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil's brows knit further inward and she starts drumming her fingers along the table. &amp;quot;Morgan, no one is putting you /down/. How can I stand up for you if there's nothing needed to make you be tall? What? Just because I won't demand that the council accept my choice and thus lose my family? Or force them to change their lives to accommodate me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan shakes her head &amp;quot;that is a bit low and even coming from me. But let me put it like this what would you think if my family said I can not be with you. But I keep you around where you have to say your are single and no one is part of your life, and then while you feel lonly you have to rebuke any advances because you are truely in love with some one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil stares at Morgan. Stares at her. A slow blink, a raise of an eyebrow into that high arch once more as her hands come up to cross over her chest again. &amp;quot;You mean /exactly the situation I'm in/? WIth the only exception that my /family/ didn't say it. My Family is /happy/ for me, it was the /council/ that's throwing a fit. Bit of a different, Morgan! Otherwise, yes, I have to say I'm single. I have to keep people at arm's length. /Yes/ I have other people that are council approved coming to try and court me - as well as the others.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
She blows out a huff, making a lock of hair float up before floating back down. Her eyes still fixed on Morgan, &amp;quot;The only other part I'm /not/ too sure about is if I'm in love or not because if this is love - it's infuriatingly circular.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan sighs &amp;quot;You are not a sociopath, I know you know what you feel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aithil shakes her head, looking back across the table again at Morgan, &amp;quot;It's not about being a sociopath, it's the fact that - I don't know! I don't know what this is. I've never been like this before. It's new, damn it, and you're not making this easy!&amp;quot; She huffs, looking down and away from Morgan with her lips forming a thin line.&lt;br /&gt;
&lt;br /&gt;
Morgan smiles and stands as she circles and places a kiss on the forhead but not forcefully &amp;quot;my dear, I love you and also in love with you. I have the feeling you know it to. But if you feel the same way you have to figure that out.&amp;quot; she takes a few steps back and says &amp;quot;Please let me know.&amp;quot; she then walks towards the door and then disaperas magicaly forgetting the empty books on the table.&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Two Lovers, Forbidden from one another...]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30120</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30120"/>
		<updated>2018-07-16T00:51:19Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] &amp;amp; [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|July 14, 2018&lt;br /&gt;
|[[Psychadelic Psychic Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Talking too Much]]&lt;br /&gt;
|[[Yelrona]], [[Banshee]], [[Kravia]], [[Constantin]], [[Aya]], [[Morgan]] &lt;br /&gt;
|-&lt;br /&gt;
|July 15, 2018&lt;br /&gt;
|[[Amaya the only one here?]]&lt;br /&gt;
|[[Amaya]], [[Zant]], [[Aya]], [[Morgan]], [[Kisaiya]], [[Yelrona]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Two Lovers, Forbidden from one another...]]&lt;br /&gt;
|[[Morgan]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Amaya_the_only_one_here%3F&amp;diff=30119</id>
		<title>Amaya the only one here?</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Amaya_the_only_one_here%3F&amp;diff=30119"/>
		<updated>2018-07-15T20:42:56Z</updated>

		<summary type="html">&lt;p&gt;Bolide: Created page with &amp;quot;&amp;quot;No no no, milk,&amp;quot; a certain young, wild-haired man tries to insist to the bartender tending for the drinks in the Fernwood, who... well, looks at the fellow clad in a sleevele...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;No no no, milk,&amp;quot; a certain young, wild-haired man tries to insist to the bartender tending for the drinks in the Fernwood, who... well, looks at the fellow clad in a sleeveless shirt with no small amounts of bemusement. &amp;quot;I don't want beer, just... milk. You... have some, right? Surely?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just ale, booze and water here, lad,&amp;quot; the rough bartender responds then, with a vague scoff of a sound sent down towards the younger man, who... well, not quite pouts, but almost.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...I'll take some water then, I guess,&amp;quot; he murmurs, quietly, and almost lets himself slump against the bar counter, with his arms all wrapped up in bandage-like lengths of cloth folding up together on the surface of it.&lt;br /&gt;
&lt;br /&gt;
Well, this pub certainly beats the less-than-respectable taverns that Amaya has been going to since she's got into this city so it is without surprise that she lets out a low whistle once she goes past the threshold of the door, one hand on her hip as she takes in the surroundings and the people gathered in. She walks towards the bar and upon hearing someone ordering water she lifts both brows. &amp;quot;Water..? By Tarien, we aren't horses to be drinkin' such foul stuff.&amp;quot; but she does grin at the wild-haired man before tapping on the counter and calling the bartender. &amp;quot;I will have some booze, and don't water it.&amp;quot; she sniffs, &amp;quot;I got a good nose to detect if it ain't right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aya exits one of the rooms on the upper level to the mezzanine. She loiters there a moment, looking down upon the main floor and the patronage therein.&lt;br /&gt;
&lt;br /&gt;
And in walks Kisa from the back, along with a half-elf that usually tends the bar. Behind the both of them is another lady carrying a clipboard. &amp;quot;And so we bought you the eggs, flour, salt, 'n' stuff.&amp;quot; A glance to the half-elf from Kisa, &amp;quot;Of course the milk, butter, pepper, et cetera, et cetera. Really, thanks for letting me try and fill the orders but - oh please Gods - tell me this is going to be a rarity.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The lady in the back reaches up with the clipboard and thwaps Kisa on the back of the head. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;OW! Tami, what?!&amp;quot; Kisa flails her arms above her head as a protective barrier from further assault. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't say that! It's bad for business.&amp;quot; Tami scowls at the lady in the lead. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I don't /want/ to do this sort. It's too on demand, too little return-&amp;quot; A beat, a glance to the usual bartender, &amp;quot;-no offense.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
THWAP! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't tell them that either!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not?! It's true!&amp;quot; Kisa plants her hands on her hips, glaring back at Tami.&lt;br /&gt;
&lt;br /&gt;
It's right as water is poured into a mug that was probably originally meant for ale for the young man with bandaged(?) arms, when Amaya calls all that out. It draws the young man's attention towards her, with both dark brows rising upwards first-- only for a sheepish expression to take over his features afterwards. &amp;quot;... I don't really drink alcohol that much,&amp;quot; he confesses sheepishly, with a hand coming up to rub at the side of his neck. &amp;quot;But-- hello!&amp;quot; He offers, with one of those wrapped-up hands offered over towards the woman. &amp;quot;Truthsayer Zant, at your servi-!&amp;quot; That last bit gets very much cut off by the interplay between Kisaiya and Tama, though, and he leeeeaaans to the side to peek past Amaya towards them. &amp;quot;... Um. I'm sorry. Is everything alright?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And yes, leave the bottle.&amp;quot; Amaya's crooked grin when she takes the bottle of booze from the counter, leaving a few coins in return, tells of someone used to her drink, head tipping back for a swig. She cranes her neck to look across to the three women coming by, a brow rising at the exchange between them and not hiding her amusement. Though she is also wise not to comment considering they seem to have some hand in this business. Never get expelled from a pub, that's a rule that Amaya likes to follow.&lt;br /&gt;
&lt;br /&gt;
Amaya then looks across to the bandaged man, &amp;quot;That much or at all?&amp;quot; she quips about the mention of not drinking alcohol much, still amused.&lt;br /&gt;
&lt;br /&gt;
Yelrona comes down the stairs from the second floor and approaches the bar, noticing that the usual bartender is occupied by Kisa and Tami, who are occupied by each other, as seems to be their habit. &amp;quot;Do you have any Tsuran Whiteleaf left?&amp;quot; she asks the replacement, and he agrees to check. &amp;quot;If so, then a pot of it, _hot_, with a LOT of honey, please.&amp;quot; She notices the bandaged man, then, and the woman talking to him. &amp;quot;I don't mean to interrupt,&amp;quot; she says, interrupting, &amp;quot;but are you all right?&amp;quot; She indicates his apparently wounded arm with her hand, though doesn't touch it.&lt;br /&gt;
&lt;br /&gt;
Well, two women and a half-elf male bartender to be specific - but it's easy to miss that. Elves can look a bit feminine at times! Either way, Kisa is still glaring at Tami and finally sticks her tongue out before turning away and looking toward the bar. &amp;quot;Err. Yes? We're-&amp;quot; pause, &amp;quot;-Zant? HI! ZANT! Yes we're fine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The usual bartender, the half-elf, wanders off to continue his inventory as the rough stand-in starts polishing mugs with a rag that looks like it might be a bit less than 2-star clean standards. Leaving the two women who were delivering the goods to the Pub. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's almost as bad as when you keep stealing cloth.&amp;quot; Tami says back to the auburn haired woman, a grimace forming a thin line. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;/It's not stealing/.&amp;quot; Kisa flings her hands up above her head, hunching forward as she glares at Tami, &amp;quot;If they just /leave/ it there, then it's not stealing! That's what you do! If they wanted to keep it, they wouldn't just leave it on the table, Tami.&amp;quot; Her hands fall down, planting again on her hips. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kisa... Kisa... That's their merchant stall, /not a table/. It's to /browse/ their wares and /buy/.&amp;quot; Tami's let the clipboard hang down at her side as the other hand comes up and is just pinching the bridge of her nose with a squint. &lt;br /&gt;
&lt;br /&gt;
The stand in bartender look at Yelrona, a stare at her as another long drag of that rag is given over the cup. He stares for a long moment, then reaches down under the bar to pull out the tea, honey, and then off to get the hot water with a grunt in her direction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HI KISA!&amp;quot; Zant calls back to Kisaiya enthusiastically enough, and even lifts a hand up to wave at her.&lt;br /&gt;
&lt;br /&gt;
His attention quickly turns back to Amaya, however, and that comes with him looking a bit sheepish. &amp;quot;...Well, I mean...&amp;quot; He murmurs, with a quiet laugh. &amp;quot;... I guess sometimes? Just... not often? Not a lot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then, a rapid serious of blinks sent at Yelrona when she approaches and asks that question. &amp;quot;What?&amp;quot; He asks, in confusion, and then looks at his arms. Both of them wrapped up in some kind of cloth, as if though bandaged up, all the way from the palms and wrists to the elbows. &amp;quot;...Yyeeeesss?&amp;quot; He offers, almost as if not entirely certain himself about that. &amp;quot;I mean, I felt fine when I got up. I don't think I have a fever or anything. ... Do... do I have something on my face?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan has arrived.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uh, uh. Right.&amp;quot; Amaya replies with a nod to Zant, but by her expression it's not as if she's buying what he said. The bottle tilts again and she takes another swig, now having turned to rest her back against the counter, foot tucked against it. Eyes then follow to Yelrona and she chinjerks in a sort of greeting, &amp;quot;Well, if you mean ordering water in a tavern as being 'all right'&amp;quot; shoulders then raising in an helpless shrug and letting out a sigh. Clearly she has strong opinions about water-drinkers.&lt;br /&gt;
&lt;br /&gt;
Aya arches a brow as things begin to rapidly alter towards ... interesting..? She also moves from the mezzanine to the main floor, though chooses to bypass the stairs (and intervening space, for that matter) entirely. Ceasing to exist on the upper level, she resumes existence near the bar, leaving fleeting wisps of fading black at each point.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, your face is fine,&amp;quot; she reassures the bandaged man. &amp;quot;I was just --&amp;quot; she cuts off, startled by Aya's unusual mode of travel, but starting to get used to it by now. &amp;quot;Good morning,&amp;quot; she greets the Mul. &amp;quot;I was just --&amp;quot; she begins to explain again, and is cut off a second time by a pot of tea and a small cup. She sets them both down on a table and sits, waiting for the tea to steep. &amp;quot;Never mind,&amp;quot; she says, deciding that completing that sentence was not Tarien's Will for her today. Instead she asks Amaya &amp;quot;Is your objection to everything except alcohol, or specifically to water?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun has arrived.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W-... well,&amp;quot; Zant mumbles out sheepishly back to Amaya. &amp;quot;They didn't have milk! So I had to settle with water, you know?&amp;quot; That... probably does not help matters at all when it comes to Amaya's view of Zant, though. However, wouldn't you know it, when the pot of tea is brought to Yelrona, he just *stares* at it for several long seconds, and-- &amp;quot;They had tea THIS WHOLE TIME?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh don't be ridiculous!&amp;quot; Kisa's still looking at Tami, then flings an arm out in the direction of the door, narrowly missing someone at the bar with the gesture. &amp;quot;That's not a merchant stall! Those are grant things on the side of wagons, not just tables set up on the side of the road. You either work out of a wagon-&amp;quot; hands gesture to one side, &amp;quot;-or you own a shop-&amp;quot; hands gesture to the other, &amp;quot;-why would you just have a table? That's just unneeded. I mean, if you can't afford the wagon, use a rug or something! But a table?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except for that jewelry merchant yesterday?&amp;quot; Tami says, her tone flat. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That was off the /back/ of a wagon. Who ever heard of a merchant doing that?!&amp;quot; Kisa's hands are back on her hips as she glares back at Tami for bringing up such trivial things! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go... Go take the day off or something, or have a drink- Whatever!&amp;quot; Kisa gestures toward the bar with a sort of waffling of her hand. &amp;quot;Oh. There seems to be a number of people already. Wow. Uh. OH! HI AYA!&amp;quot; Kisa waves, then waves to Yelrona, and finally- finally, &amp;quot;I DON'T KNOW YOU!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kisa sort of shouts it at Amaya and waves at her quite happily.&lt;br /&gt;
&lt;br /&gt;
Morgan comes in with a backpack being held with one hand. She plops that on a table and the soldd sound of books can be herd &amp;quot;mead please and the whole bottle please.&amp;quot; she waits for he drink and then sits down by her bag&lt;br /&gt;
&lt;br /&gt;
Yelrona smiles fondly. &amp;quot;They usually do. Several sorts,&amp;quot; she explains to Zant. &amp;quot;Though the Tsuran shipment is probably close to sold out. They never do cultivate much of it, and it's --&amp;quot; she is cut off by Kisa's shouting, which seems to amuse her. &amp;quot;Do we ever really know one another, though? I mean _really_ know each other?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tea ain't somethin' that you can just drink out of a trough out there.&amp;quot; Amaya replies to Yelrona, pointing with her thumb in the direction of the door, &amp;quot;It's at least a step above. A small step, mind you.&amp;quot; bit of a smirk on her expression as she continues to lounge lazily against the counter. She just chuckles at the mention of milk but backs off on continuing to 'prod' at the bandaged man, the interruption of the teleporting Aya making her blink and tense a moment, taking a bit to realize she is being addressed by Kisaiya, &amp;quot;Does that mean I am in trouble?&amp;quot; she then grins at the Tsuran and says, &amp;quot;I am Amaya, a pleasure.&amp;quot; she introduces herself to the people nearby, tapping the hand holding the bottle against the side of her forehead in a sort of a lazy salute.&lt;br /&gt;
&lt;br /&gt;
Kisa's mouth pulls off to one side and she starts chewing a bit on the inside of her lip as she considers. Her brows furrow, a fight to try and link together into a unibrow that ultimately is pointless because her eyebrows refuse to link together. Instead they arch up in an almost opposite way to their previous as she stares at Yelrona. &amp;quot;Wat?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Amaya steals Kisa's attention though and she beams at her - dipping into a abbreviated curtsy - &amp;quot;Princess Kisaiya of Vandalheim!&amp;quot; She says it with a good bit of cheer, &amp;quot;Though just Kisa, unless Serra is around. It used to be because I was trying to make it difficult, but now it's because I love letting her know that she earned my hand as I lept into her's.&amp;quot; - beat - A look to Tami. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I overshare, huh?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Tami pinches the bridge of her nose again. &amp;quot;Kisa, you are Kisa.&amp;quot; She sighs, heavily and clomps over to the bar. Sitting down onto one of the stools witha a half-huff and a gesture up and then down. It's almost like people know what she wants as the stand in bartender brings over a small glass of whiskey.&lt;br /&gt;
&lt;br /&gt;
Vaalyun comes in from the street, seeking shelter from the warmth of the day inside the tavern, and then pulls out a handkerchief and mops his brow. &amp;quot;Good afternoon. Peace be upon this place, and all who are here.&amp;quot; he says, as he makes his way over to the bar and orders a pitcher of wine, leaving a few coppers to pay for it.&lt;br /&gt;
&lt;br /&gt;
Yelrona chuckles. &amp;quot;For whatever it's worth, the water is usually cleaner inside the pub,&amp;quot; she observes mildly. &amp;quot;Though admittedly that depends rather a lot on the pub.&amp;quot; Given how much time Rona spends at the Ox, she should know. &amp;quot;Hey, Vaalyun! What news?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hello...&amp;quot; Aya's response is delayed and directed to more than one. Her tone is also somewhat uncertain, as if she may be reconsidering her choice to join the growing conversation. As her eyes shift from Yelrona the loquacious to Kisaiya the ... whatever it is that Kisaiya is.&lt;br /&gt;
&lt;br /&gt;
Amaya squints her eyes at Kisa's introduction, eyes clearly going up and down on her form as she takes in her poise and bearing. &amp;quot;Well, damn. Royalty? Did I just get into a noble's pub or somethin' of the sort..?&amp;quot; she looks around at the others gathered, pursing her lips together, &amp;quot;But well met nonetheless, Princess Kisaiya.&amp;quot; she then leans off the counter and offers a more properly flourished bow, perhaps a tad too flourished.&lt;br /&gt;
&lt;br /&gt;
Catching sight of Morgan by a table she then waves in a greeting to the woman.&lt;br /&gt;
&lt;br /&gt;
Morgan gives a wave in return and drinks her bottel empty.&lt;br /&gt;
&lt;br /&gt;
Vaalyun waits for his wine, and then raises a glass to Yelrona, &amp;quot;News? Well, other than the hell worm creatures in the Temple district, and the werewolves at the festival grounds, things have been about like usual. I think the armorsmith is wearing out hammers trying to bang the dents out of my armor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aya's eyes flit to the one with dented armor. &amp;quot;Werewolves? Hell worms? It seems it's been quite the interesting week.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aren't they all, though?&amp;quot; Rona says to Aya. &amp;quot;I could wish they were less so. I was there for the 'hell worms' -- Taaran larvae,&amp;quot; she glosses, &amp;quot;but the werewolves are new to me. What brought werewolves to the Festival Grounds?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kisa squints at Amaya, squints because she's not sure if the lady is genuine or not... Her hands still on her hips, she finally flings her hands up in the air and starts to walk around to the correct side of the bar. &amp;quot;This isn't a noble pub and just KISA!&amp;quot; She grabs a stool with her foot and pulls it out before sitting into it. &amp;quot;And really, don't worry about that nonsense with the bowing, it's just a pub after all.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Tami snorts and takes a sip of her whiskey with a roll of her eyes and a shake of her head. She clacks the clipboard down on the bar next to her and starts looking over the paper with her pencil guiding the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't know. One of them was raving about how the end was near, and how Sandy would devour the whole world or something. We tried to send him on his way - politely, mind you - and instead we were beset by a half-dozen werewolves and there was a pretty substantial fight.&amp;quot; Vaalyun says, with a shrug, and another sip of wine, &amp;quot;They were rather determined.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan laughs at the mentioning of sandy drinking the worlds water.&lt;br /&gt;
&lt;br /&gt;
Yelrona blinks. &amp;quot;Sandy would devour the world?&amp;quot; she echoes, incredulously. &amp;quot;I mean, yes, she has a substantial appetite, but that's going a bit far. And... what has that got to do with werewolves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;O' course, your Ladyship.&amp;quot; Amaya replies to Kisa, not hiding an amused turn of the corner of her mouth up in a smirk, head then tilting back and she drinking an hearty swig off her bottle, &amp;quot;Just makin' sure on the proper protocol and all that.&amp;quot; tone casual. When the talk turns towards werewolves and devourers and .., hell worms.., she just sort of quirks a brow, listening in, only offering a simple quip at Vaalyun, &amp;quot;Well, the end was certainly near to someone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aya ahs. &amp;quot;That sounds like the work of the Chaos Lich. She claims to be an ancestor of Lady Sandriel, and seems focused on tormenting her slightly more than the rest of us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kisa held up a hand to order herself some- Wait, what? Sandy? Kisa rotates slowly on the stool, one leg crossing over the other as she balanced an elbow on a knee. She stares at the group of them not far away discussing it. A slow grin. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ohh yes-&amp;quot; Kisa lets out a snerk, &amp;quot;-I read all about it in the Tribune. There was a rumor going around about it, looks like it made something of a splash in the papers. Sandy will ''devour us all as she devours donuts'' and ''freeze the seas for ice in her libations'' or something like that. Apparently the cult feels Sandy is the herald of end times!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kisaiya lets out a laugh, a glance over to Amaya soon after with the grin spreading wider. &amp;quot;Uh huh, su-u-ure.&amp;quot; she shakes her head and her smile is far more amused, &amp;quot;You should totally say ''Hi'' to Lady Sandiel, Sandy that is, be sure to be /very/ formal in your greeting. She loves it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan hmms &amp;quot;the werewolves seemed a bit touched by the Fae, that could be what made them balmy in there actions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Cult of the Rainbow Dragon or something, they called themselves.&amp;quot; Vaalyun comments. &amp;quot;As I said, there was a lot of lunatic ranting about how the end of the world was coming and she would eat the world and use all the oceans to make ice for her drinks or something. He was wearing a tabard with writing on it, if you can believe that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yelrona nods in recognition to Aya's comment. &amp;quot;Ah... this is familiar, yes. The Chaos Lich, her name is Mandy, or something like that, right? There was a bard singing a song about her at the bandstand the other day... apparently the saga of a man who successfully banished her... and she is apparently involved in creating those stuffed dolls all the children are playing with. I don't really understand any of this, to be honest.&amp;quot; She pulls a notebook out of her pocket and writes &amp;quot;Cult of the Rainbow Dragon - werewolves - Mandy? - Sandy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HAH! Cult of the Rainbow Dragon! Oh Gods I love it~&amp;quot; Kisaiya reaches back, picking up her drink. Shaking her head as she raises it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kisa.&amp;quot; Tami from the side. &amp;quot;Kisa!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What Tami?&amp;quot; Sip. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's my-&amp;quot; &lt;br /&gt;
&lt;br /&gt;
PTHHHHHHWWWWWWWBBBT! &amp;quot;Oh Gods what the hell is this? Whiskey?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;-drink.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kisa sets it back in front of Tami, her tongue hanging out of her mouth as she kinda paws at it with a disgusted look, trying to take the flavor off with her fingers. It is not working. &amp;quot;Gaaaaah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aya rolls a shoulder at Yelrona. &amp;quot;She's made it clear that she wants to sow chaos. There's rarely any sense to understand in chaos, or furthering it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aya glances sidelong at Kisa and her conveniently-timed demonstration of Aya's point.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will make sure to be prim and proper if I get the chance.&amp;quot; The smirk remaining on Amaya's expression as she replies to Kisa, even if the talk about those happenings seems to be news for her. News she takes in interestedly, eyes roaming from face to face in a thoughtful manner. Her thoughts are interrupted by the other Tsuran enjoying a whiskey, and Amaya in a gesture of 'good will' offers her bottle, holding a clear liquid, to Kisa. &amp;quot;Here, if you wanna wash your pallate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm just very confused. Obviously, there is a certain amount of history that I don't know anything about involved in this.&amp;quot; Vaalyun says, shaking his head, &amp;quot;And Lady Sandriel seems to attract a significant amount of attention from unsavory elements. And didn't this lich issue come up with the Maggot Man...&amp;quot; that leads to a shiver from the cleric, &amp;quot;As well?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yelrona nods agreement to Aya. &amp;quot;True. It's like the old joke about how many Tarienites it takes to sharpen a sword,&amp;quot; she muses as she pours herself a cup of tea, then takes a sip of it, savoring the taste. She hands the cup to Zant: &amp;quot;Would you like to try some?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think Sandy attracts a significant amount of attention from _many_ sources,&amp;quot; she adds after a moment. &amp;quot;And yes... a lich bone was identified as a necessary ingredient to banish the creature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gaaaahhhh.&amp;quot; Kisaiya continues pawing at her tongue until the bottle was offered. She turns to look at the other, her nose still doing a sort of wiggling flare of disgust. Her brows are furrowed in again, and reaches out to take the bottle. She puts it up to her lips, tipping it back and taking a drink of the wa- &lt;br /&gt;
&lt;br /&gt;
PTHHHHWBBBBBBBBBBT! &amp;quot;OH GOOOODS!&amp;quot; Kisa puts the bottle back on the counter, barely managing to not send it tilting and spilling (or perhaps with Amaya's quickness in stopping it). Either way, it's removed from her grasp as she starts like... mock crying. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahhhhhhhhhhhhhh hah-hah-haaaaaah.&amp;quot; Her face squished up as if she's totally crying. See? The tears are coming out of her mouth, not her tearducts. Next level crying. She's wiping at her tongue.&lt;br /&gt;
&lt;br /&gt;
With a mockingly offended expression at the waste of fine booze Amaya snorts, reaching to take the bottle before the precious liquid spills out. &amp;quot;This is perfectly fine booze, nothin' wrong with it.&amp;quot; but it seems that the effect was just what she was after, tone dripping with amusement. She takes another drink just to demonstrate but her attention is taken briefly by something said nearby, eyes falling on Yelrona and she asking. &amp;quot;Oh, and how many Tariens does it take to sharpen one, hmm?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three,&amp;quot; Rona says to Amaya, straightfaced. &amp;quot;Two to suspend the goat upside down and one to affix the shoes to its feet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I suppose I should be getting back over to the Soldier's Defense.&amp;quot; Vaalyun says, after he finishes his mug of wine. &amp;quot;Never a dull moment, hrm? If any of you figure out what this Rainbow Dragon Cult want, really, do let me know. But you're right, trying to figure out the truth behind chaos is probably a waste of time. It is, by it's nature, unpredictable.&amp;quot; He inclines his head politely, and then heads for the door.&lt;br /&gt;
&lt;br /&gt;
Kisaiya continues pawing at her tongue, trying to wipe away the booze, &amp;quot;Waaaahhhh hah-hah-haaaah.&amp;quot; Kisa continues to sweep along it and then finally wipes it off on the bottom hem of her skirts. She sighs and looks back at the bartender. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ohhh Gods, coffee-e-e-e-e.&amp;quot; Kisa groans out as she tries to summon something that would get the taste out of her mouth.&lt;br /&gt;
&lt;br /&gt;
Vaalyun goes Out &amp;lt;O&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Vaalyun has left.&lt;br /&gt;
&lt;br /&gt;
Morgan wonders what other drinks we can give Kisa to keep this going. &amp;quot;Try moonshine it will remove all other tasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hah!&amp;quot; Amaya replies to Rona's telling of the joke, chuckling briefly, &amp;quot;Not that there can't be a perfectly good explanation for chaos, mind you.&amp;quot; she waggles a finger in the short elf's direction before finally finding a stool to sit at, leaving her half-drunk bottle atop the counter as she adjusts her mandolin so it rests against her side instead of her back.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In my experience,&amp;quot; Rona observes, &amp;quot;Chaos needs an explanation the way a Gobber needs a nightlight. Chaos is its own explanation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waaagh.&amp;quot; Kisaiya looks toward the bartender and takes her steaming cup of coffee, blowing on the top of it as she grimaces and tosses a look toward Morgan. &amp;quot;That is so not gonna work. I'm not an idiot.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kisa shakes her head, blowing across the top of her coffee and then a glance toward Amaya, another squint of an eye, &amp;quot;Tarienite?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan shrugs &amp;quot;It will remove all tasts in your mouth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It certainly doesn't stop people from tryin to find one.&amp;quot; Amaya says with a grin towards Yelrona, opening her arms to the side, &amp;quot;But you'd be amazed at the uses a Gobber can get out of a nightlight. Namely leading their humans friends through the dark. Of course that'd mean having a Gobber that has a friend other than themselves or others of it's kind, which is another discussion all on it's own.&amp;quot; her eyes then turn to Kisa a moment, &amp;quot;A follower of the Coyote himself indeed.&amp;quot; then saying with a sideglance to Morgan. &amp;quot;You needed to spin your story a little more, Morgan. Everyone knows what moonshine is if they come to a pub with any regularity. At least the right kind of patrons do.&amp;quot; she grins a bit in the end.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;True, that,&amp;quot; Rona agrees. &amp;quot;On both counts. And I hope to see more of you during services,&amp;quot; she adds with a smile. &amp;quot;Laughter is best shared with others.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kisaiya preens and nearly starts to sway on her stool, &amp;quot;Me too!&amp;quot; Her response directed at Amaya, &amp;quot;You would not /believe/ how stuck up some of the other religions can be. They really don't like the bucket of water over the door gag. Like... at all.&amp;quot; She shakes her head, grinning ever wider. A cast of her look about the room and she sticks her tongue out at Morgan. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pfft, again, I'm not stupid! I know that one. It'll remove all taste because I won't be able to taste /anything/.&amp;quot; Kisa rolls her eyes but still gives the other a smile.&lt;br /&gt;
&lt;br /&gt;
Yelrona finishes her tea and stands up. &amp;quot;In fact, I should be heading back to the Temple myself. Lovely seeing you all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, if there's a rule that anyone who normally makes sure to follow no rules should at least attempt to do is to learn how to laugh at yourself. Life turns a lot darker if we can't do that.&amp;quot; Amaya nodding her head at the other two Tariens and grinning at them, before focusing on Rona, &amp;quot;I still have to visit the Temple here in the city, but I am sure the Coyote will forgive me. Maybe I should play it a song when I visit.&amp;quot; she muses, tapping a finger to her chin.&lt;br /&gt;
&lt;br /&gt;
Yelrona has left.&lt;br /&gt;
&lt;br /&gt;
Morgan pulls out some book out of the bag as she is looking at the spines and such&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Could be a good idea.&amp;quot; Kisaiya says with a beam of a smile. She sips her coffee carefully, enjoying the taste as she looks about. A contemplative moment with the hint of a smile present, then a flick of the eyes to the side at Amaya, another one about to Aya and then Morgan, a fleeting glance to the retreating Yelrona. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well.&amp;quot; She frowns, &amp;quot;Looks like things are probably breaking up. Guess that means I should probably go do... adult stuff too.&amp;quot; Kisa throws her head back into a long and drawn out sigh as she Draaaaaaaaaaaags herself up to her feet with her cup in hand. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe I'll see you around, yeah?&amp;quot; Kisa gives a smile to Amaya and a nod to Morgan as she walks right out with her coffee still in hand. &lt;br /&gt;
&lt;br /&gt;
And the Pub's cup.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who knows what the future holds..? But perhaps you will..&amp;quot; Amaya tips as if an imaginary hat at the Princess then give her a seating bow of sorts, &amp;quot;Have the rest of a good day.&amp;quot; she says in the end before she settles back against the counter, one leg draping over the other and she bringing her mandolin up to her lap, fingertips brushing over the cords.&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Amaya the only one here?]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30118</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30118"/>
		<updated>2018-07-15T20:41:42Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] &amp;amp; [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|July 14, 2018&lt;br /&gt;
|[[Psychadelic Psychic Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Talking too Much]]&lt;br /&gt;
|[[Yelrona]], [[Banshee]], [[Kravia]], [[Constantin]], [[Aya]], [[Morgan]] &lt;br /&gt;
|-&lt;br /&gt;
|July 15, 2018&lt;br /&gt;
|[[Amaya the only one here?]]&lt;br /&gt;
|[[Amaya]], [[Zant]], [[Aya]], [[Morgan]], [[Kisaiya]], [[Yelrona]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=File:Amaya.jpg&amp;diff=30115</id>
		<title>File:Amaya.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=File:Amaya.jpg&amp;diff=30115"/>
		<updated>2018-07-15T15:02:48Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Psychadelic_Psychic_Part_3&amp;diff=30110</id>
		<title>Psychadelic Psychic Part 3</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Psychadelic_Psychic_Part_3&amp;diff=30110"/>
		<updated>2018-07-15T01:35:51Z</updated>

		<summary type="html">&lt;p&gt;Bolide: Created page with &amp;quot;The people of the town cower in fear of the adventurers. There's a demon and a goblin within their midst. Most of them run in fear, hiding back inside their houses - if only t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The people of the town cower in fear of the adventurers. There's a demon and a goblin within their midst. Most of them run in fear, hiding back inside their houses - if only there was a good way to talk with them. Maybe some of the confusion could be cleared up here - but it's hard to say. &lt;br /&gt;
&lt;br /&gt;
As you push a bit further into the town, you begin to notice a bit of a pattern. The people start fleeing in a more specific direction. They take off toward one of the ends of town specifically. Perhaps that's the more residential part of it. &lt;br /&gt;
&lt;br /&gt;
A lot of the trade shops are closed down or simply... not going. Blacksmiths with their coals warm but the shop unattended. Armorers in much the same state. &lt;br /&gt;
&lt;br /&gt;
In fact it looks like the only shops that tend to be still attended are more Alchemy or Apothecary type stores. A slew of strange plants in the window and the people quickly shutting and barring their doors as you get closer. &lt;br /&gt;
&lt;br /&gt;
Well, this was not exactly the most peaceful entrance ever.&lt;br /&gt;
&lt;br /&gt;
Murder huffs and stomps one of her feet, going over to the alchemist's shop and knocking politely. &amp;quot;Hellooooooo~&amp;quot;, she calls out, sweetly. &amp;quot;Can I see your wares, please?&amp;quot; She puts on her best, innocent, puppy-dog-eyed look possible. And remembers not to show much teeth while smiling.&lt;br /&gt;
&lt;br /&gt;
Amythyst looks around as well. &amp;quot;Jeez. they act like theyhaven't seen humans around.&amp;quot; She says peering inside of one of the shops. &amp;quot;Seems like the only ones open are the outcasts. She says knocking on one of the apothecary doors.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to her company &amp;quot;I think this town is almost dead due to the fighting. I bet most of the men that can fight were pressed in to the miltary.&amp;quot; she makes sure her hood is covering her ears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't recognize any of these herbs.&amp;quot; Vaalyun says, but then, he looks up, and says, &amp;quot;But I can read the signs...&amp;quot; He looks around, as if seeing the place with new eyes. He rubs his chin, scratching his beard with his fingernails, and then shrugs and follows along.&lt;br /&gt;
&lt;br /&gt;
Morgan says the Vaalyun &amp;quot;good then take over and talk to these people, it hurts to speak there language.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Goblin looks to Vaalyun and nods. &amp;quot;Well, any of them say if they're an Inn or something? Maybe we should check in at the church? There's got to be someone who'll talk to us and not run away screaming.&amp;quot; She looks back at the plants in the window. &amp;quot;Yeah, I don't recognize these either. Hmmph. Well, we're either on some other continent or something... or we're in another world altogether. Can't really guess as to which.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan shrugs &amp;quot;we can be in another world or on a very differnt part of our own that no one found or told the rest of the world about it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls will+2: (17)+8+2: 27&lt;br /&gt;
&lt;br /&gt;
Vaalyun looks around at the signs. He doesn't seem to be having a problem with it just yet. He points, &amp;quot;That sign marks an Inn.&amp;quot; he says, and then he looks to Morgan, and says, &amp;quot;I hope we're able to find a passage back home. I think it's going to be a long walk back otherwise. If we're even on the same plane.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There does seem to be an Inn down the street. The people peak out of their windows when Murder knocks on the door and... promptly goes back into hiding. Shouting out some sort of gibberish.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... but magic still works, right?&amp;quot;, Murder says, looking to her hands. &amp;quot;I mean, I used feather fall. So if we are in a different world, magic words similarily enough to how we understand it.&amp;quot; She nods to Vaalyun, and walks over to the building indicated, and checks to see if the door is barred.&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls linguistics: Trained Use Only: 0&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls Intelligence: (17)+2: 19&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They said 'Go away evil creature. God save us from the goblin.&amp;quot; Vaalyun helpfully supplies, he decides to try speaking their language, and says, &amp;quot;We're not here to hurt anyone, and we are not evil. We just want to talk. I am a servant of a god of light, I mean you no harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;Becarefull with magic use. they might hate or fear it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another peak out from the window by the person hiding from Murder. A look from Murder up to Vaalyun and then back down to the GREEN HORROR BEAST! They say something a bit quieter this time, and they duck their head down. Each time they duck their head down a little slower.&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls linguistics: (18)+7: 25&lt;br /&gt;
&lt;br /&gt;
Murder simply crosses her arms and waits. She peers at the hiding people each time they peek up. &amp;quot;Honestly, if we had wanted to do damage, or wanted inside any of these places, we would have done it by now.&amp;quot;, she says conversationally. &amp;quot;But we've not.&amp;quot; The Goblin looks to Vaalyun. &amp;quot;Tell them that, yeah?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan sighs &amp;quot;they are not going to listen so we should go before one of them gets the miltary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun listens while the native sticks his head out and starts talking, still in the language of the people of this village, &amp;quot;He is our friend. He is... a good goblin. They are not all evil, where we are from. We are not here to hurt you, we are looking for someone who came through a portal - a door from another place. She might have fallen from the sky, like we did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;Weird. the language is like trade, but it's....different...more crude.&amp;quot; She then sighs. &amp;quot;We still need to find if the one we're looking for is here.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The person looks at Vaalyun again and then starts gesturing with their head in a way, a look down toward Murder very frequently before they duck their head down and seem to be hiding - not wanting any more of the conversation.&lt;br /&gt;
&lt;br /&gt;
Morgan hmms &amp;quot;these people do not see many other races so there fear is out of lack of experences.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun sighs and pinches the bridge of his nose, &amp;quot;No, /she/. Sorry, your language is new to me. I am the only man in our party. We know you are not evil, and neither are we. We saw your people fighting the Duke's men. The bowmen, yes? They shot arrows at us. Have there been any other people like us here recently?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder shrugs to Morgan, and looks once more at the hiding person, &amp;quot;I hink it is more that there is a war going on just on the other side of the hill. They probably fear that army.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan touches Murders shoulder in a friendly way &amp;quot;One day I will make you a hat that can change how you look. But I am sad that I have to do that for you my good friend.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder smiles toothily and shrugs again. &amp;quot;I'm not going to change how I look like. People will have to just deal with it. Everyone would be better off judging how people behave and act instead of what they look like.&amp;quot; The Gobbo looks to Vaalyun, and then the person hiding inside. &amp;quot;Hopefully we can find the wizard we're looking for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;Without their help it seems.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As it finaly dawns on her &amp;quot;Vaalyun please discribe what the woman we are looking for, and add as soon as we get the info we are looking for we will leave.&amp;quot; Morgan asks&lt;br /&gt;
&lt;br /&gt;
The person looks up again, peering for a moment, and saying something quickly before another duck back down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We will be happy to leave, but we have to find this person. She's an elf woman. Short, slight of build. Perhaps with pointed ears and long, dingy hair that seems to change color frequently.&amp;quot; Vaalyun says, with eternal patience, even if he's getting a little tired of being treated like the wolf at a sheep convention. &amp;quot;She would be a stranger here. It is our mission to find her. All we want to do is get her and get back home. My goddess teaches that home is the most important thing - I am a priest of the Compassionate One. The Star Mother.&amp;quot; He proceeds to rattle off the various titles and indicate the Evening Star. &amp;quot;Truly, if we meant you any harm, would we not have done something by now, other than talk?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan hopes this is not a monthiest relgion area.&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;If we don't get anywhere, we're going to have to keep looking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder lets out a long huff and looks away. One of her feet starts tapping at the ground. &amp;quot;Urge to set something on fire, rising.&amp;quot;, she mutters. &amp;quot;Hopefully they have something to drink around here...&amp;quot; The Goblin looks around and then to Amythyst. &amp;quot;Yeah, but it's going to get dark eventually, and here we are ill prepared for that. Not to mention there's going to be one army, or another, coming 'round once the fighting stops.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls perception: (1)+10: 11 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls perception: (11)+1: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls perception: (15)+4: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls will+2: (1)+8+2: 11 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls perception: (19)+10: 29&lt;br /&gt;
&lt;br /&gt;
All of you notice the sounds of heavy feet. People running, and it's getting closer. LOTS of them.&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;and I think our time is up. We need to leave. Now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan nods &amp;quot;lets get out of here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun looks around, and then wince and holds his head. He lets out a loud groan, and then turns and looks at Murder. &amp;quot;Demon! You cannot be real, your kind are only legends!&amp;quot; He grabs his mace and takes a defensive stance.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to Vaalyun &amp;quot;Well the weakwilled cleric was taken over. I have a idea lets get out of town let him follow us, we can deal with him then.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder growls then, showing all her sharp teeth. &amp;quot;I am not a demon, I am a Goblin.&amp;quot; Her ears stand up on end, then, at the noise of heavy feet, of people running. &amp;quot;Er. Anyone else hear screaming? And something being torn...&amp;quot; She stares at Vaalyun a moment or two, her head canted. &amp;quot;Have... you ... changed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;Come on, Murder. Let's get out of here. I'm sure he'll follow if you run.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins are demons!&amp;quot; Vaalyun says, and he shouts, &amp;quot;ALTHEA, PROTECT US FROM THIS FOUL EVIL!&amp;quot; The holy symbol on his armor and robe flares with the gold and blue. His big, heavy shield swings forward as he takes a step back.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Protection From Evil. Caster Level: 5 DC: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls will+2: (12)+8+2: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Murder refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan refreshes spells.&lt;br /&gt;
&lt;br /&gt;
No sooner have the words left his mouth than Vaalyun steps back, bending over and shaking his head, &amp;quot;What the...&amp;quot; He lets out a long exhale, &amp;quot;It was like I was someone else, someplace else.&amp;quot; It was a bad trip, and he needs to take it up with his agent. &amp;quot;Remind me not to eat anymore mushrooms.&amp;quot; He shakes his head again, like cleaning the cobwebs out.&lt;br /&gt;
&lt;br /&gt;
Murder has slowly pulled her blade free, and brandishes it before her. She stares at Vaalyun, her eyes wide. &amp;quot;Yeah, you were saying that I was a demon and evil. And called on Althea.&amp;quot; She looks around. &amp;quot;Something is messing with us. It should just show itself so that we can give it the thrashing it needs. Stuff's waiting to get born so... hurry the hell up, I have bad people to end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls Intelligence: (8)+2: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls Spellcraft: (15)+7: 22&lt;br /&gt;
&lt;br /&gt;
The sounds grow louder, though you're debating what to do, it's not clear what sort of actions you plan on taking. You can see it now though - where the running people are and where they're coming from. They're from the battle. And they're running back toward the town as if hell is on their bootheals.&lt;br /&gt;
&lt;br /&gt;
Murder blinks then, looking at the running people. Her ears stand straight up once more, and wiggle a little back and forth. &amp;quot;Oookay. I think... I think I know what is happening. Something out there... is chasing all these people.&amp;quot; The Goblin points to one of the hills beyond the town. &amp;quot;I think we will find both our missing wizard AND the source of the troubles here. They are probably one and the same.&amp;quot; She looks to everyone. &amp;quot;Let's go!&amp;quot;, she yells and turns towards the distant hill and starts running. Going around the incoming horde of blue-painted people.&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;and.....welp....Murder is nuts. But what else is new.&amp;quot; She says as she follows Murder....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's new is that I'm crazy, too, though I think I've gotten better.&amp;quot; Vaalyun says, &amp;quot;And that sounds an awful lot like the clangor of defeat. Which means the enemy is probably what's chasing them.&amp;quot; But, he follows along with the others.&lt;br /&gt;
&lt;br /&gt;
As you get toward the top of the hill you all hear the sounds of tearing, growling, and the thunder of feet. A few more moments, you crest the hill and giant wolves are there, pouncing from one person to the next. The larger once looks up them, howling and the other three stop and all of them fix on Murder.&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;Welp....there's our problem. Let's take these things out. starting with that one larger one&amp;quot; She says as she readies her spells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder growls, holding her sword before her. &amp;quot;I AM NOT A SQUIRREL! I'm a GOBLIN!&amp;quot; Her eyes flash red momentarily before she shakes a fist at the wolves. &amp;quot;SHOO! GO HOME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan readys her magic &amp;quot;Well now we know two things you are not Murder.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe they think you mean to ride one of them?&amp;quot; Vaalyun offers, to Murder. Then he raises his hand, and he says, &amp;quot;Well, if we are to fight, then may the blessings of the Star Mother guide our hands, and let our cause be a righteous one.&amp;quot; Protecting such a miserable looking village must be in accord with protecting the downtrodden, Vaalyun supposes.&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Mage Armor. Caster Level: 6 DC: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst casts Mage Armor. Caster Level: 5 DC: 15&lt;br /&gt;
&lt;br /&gt;
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
Bolide has dropped a TIMESTOP!&lt;br /&gt;
&lt;br /&gt;
Please +init, then cease all roleplay and actions immediately and wait for Bolide to instruct you further. You may earn RPP by logging a scene for a GM.&lt;br /&gt;
&lt;br /&gt;
For in-combat commands, type: +thelp.&lt;br /&gt;
&lt;br /&gt;
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 20.&lt;br /&gt;
&lt;br /&gt;
It is now Furry Not Squirrels' turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (20)+17: 37&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (14)+17: 31&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 2d6+13: (9)+13: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (1)+7: 8 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (16)+7: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (16)+7: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d6+4: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d6+4: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 3: (13)+3: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (17)+7: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 18.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Amythyst is next!&lt;br /&gt;
&lt;br /&gt;
The big one starts running at Murder, it grabs her and yanks, pulling her feet out from under her as it growls and whips its massive head from side-to-side like a dog with a chew toy. &lt;br /&gt;
&lt;br /&gt;
The other ones spread out to the rest of you, snapping and biting, glancing off of armor and confused by spells, all except for the one on Morgan that also grabs and trips her with a howl as she went down.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls knowledge/nature: (12)+10: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (5)+7: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 3d6: (10): 10&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Amythyst's turn! Murder is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls ranged+1: (13)+5+1: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls 4d6: (13): 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 11.&lt;br /&gt;
&lt;br /&gt;
It is now Murder's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
Vaalyun fends off the dog thing with his shield, and then sees Murder being used as a chew toy. He steps back, fending off another attack as he departs, and then moves in front of the big creature, shielding the goblin from it for the time being, and hunkering down behind his shield and armor to provide maximum protection. He thunks his mace against his shield, and the power of Althea flows from him, sending healing energy to his friends.&lt;br /&gt;
&lt;br /&gt;
Amtyhyst's force armor saves her bacon. After the snapping jaws though, she jumps back and blasts it with a scorching ray. &amp;quot;Go away....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder casts Burning Hands. Caster Level: 4 DC: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls 1d20+3+4: (6)+3+4: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 10.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Furry Not Squirrels is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 1d20+6+6: (8)+6+6: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Defensive Shock. Caster Level: 6 DC: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d6: (16): 16&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 20.&lt;br /&gt;
&lt;br /&gt;
It is now Furry Not Squirrels' turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (19)+17: 36&lt;br /&gt;
&lt;br /&gt;
Morgan says aloud &amp;quot;these are Worgs and the Alpha is a dire worg, and they are beyond evil so kill them.&amp;quot; she then says a few words in the arcane language that gives a few sparks and a ozone like smell around her. &amp;quot;there fur also brings in a lot of money.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 2d6+13: (5)+13: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (8)+7: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (11)+7: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (4)+7: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 18.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Amythyst is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d6+4: (2)+4: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 3d6: (9): 9&lt;br /&gt;
&lt;br /&gt;
The larger Dire Worg snaps again, though having to dance back before it bites at Vaalyun instead. What with him getting in the way of his green squeak toy!! DRATS! He lunges in and bites Vaalyun hard with a whipping of its head, as he instead tears off a chunk of Vaalyun's clothing. &lt;br /&gt;
&lt;br /&gt;
The other worgs go in at the various adventurers, biting, snapping and... ultimately only one bites, getting Morgan where it yelps having just gotten the shock of its life! It whimpers and backs up, unsure exactly what caused it.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Amythyst's turn! Murder is next!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is not good.&amp;quot; Vaalyun says, as he slams his mace into his shield again, sending out another wave of healing. &amp;quot;The big one is powerful. We need to weaken him somehow!&amp;quot; Blood flows freely from the wounds that the creature caused on him.&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls ranged: (12)+5: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls 4d6: (9): 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 11.&lt;br /&gt;
&lt;br /&gt;
It is now Murder's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (18)+7: 25&lt;br /&gt;
&lt;br /&gt;
Amythyst, only worrying about her life and not that of the worg, blasts it against with the socrching ray...which blasts a hole through it. &amp;quot;And stay dead.&amp;quot; She says looking towards the rest.....especially the big one.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d6+4: (6)+4: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Murder casts Burning Hands. Caster Level: 4 DC: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (8)+6: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls 4d4: (11): 11&lt;br /&gt;
&lt;br /&gt;
Murder tires of sitting around on the ground, and slowly stands up, screaming as she's bitten... again. &amp;quot;BAD DOG!&amp;quot;, she yells, holding up her hands and forming a fan with her fingertips. A gout of flame bursts forth, smacking the wolf in the chest.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 10.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Furry Not Squirrels is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Magic Missile. Caster Level: 6 DC: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d4+3: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 20.&lt;br /&gt;
&lt;br /&gt;
It is now Furry Not Squirrels' turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (5)+17: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (10)+7: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (3)+7: 10&lt;br /&gt;
&lt;br /&gt;
Morgan skitters back a little clumsy as she has a small window of a chance she stands up and mutters &amp;quot;sone nomeno mut.&amp;quot; and sends 3 bolts that hurts the worg enough to make it scared to run away. &amp;quot;Yeah fear the half elf mut.... crap are they smart enough to understand us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d6+4: (1)+4: 5&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 18.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Amythyst is next!&lt;br /&gt;
&lt;br /&gt;
The large Worg lunges in at Vaal, all teeth and growls. It's maw snapping inches away from him as its gums pul back to reveal yellowed teeth, its mouth red with blood of both your comrades and those townsfolk. &lt;br /&gt;
&lt;br /&gt;
One of the Worgs bites Murder, whipping its head as it does to try and knock her off her feet but it loses its grip. The other Worg that Morgan was picking on tucks its tail and starts running off.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Amythyst's turn! Murder is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls ranged+1: (10)+5+1: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls 4d6: (8): 8&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 11.&lt;br /&gt;
&lt;br /&gt;
It is now Murder's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst casts Scorching Ray. Caster Level: 5 DC: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls weapon11: (4)+8: 12&lt;br /&gt;
&lt;br /&gt;
Vaalyun steps back, panting hard despite the fact that he can't seem to even get a chance to attack the thing, so busy has he being keeping himself and others from dying. He keeps his shield up, and he begins to speak in Celestial, beseeching the gods to send him some help.&lt;br /&gt;
&lt;br /&gt;
Amythyst, now that she's free from her tormentor, turns her spells towards the larger of the worgs. It burns off a good bit of it's fur before it gets to the skin to make it yelp. &amp;quot;that's right...you're facing a pack...bitch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls 1d10+3: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 10.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Furry Not Squirrels is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls ranged: (2)+5: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls ranged: (3)+5: 8&lt;br /&gt;
&lt;br /&gt;
The Gobber yelps again as she's bitten, and swings her sword quickly at the wolf before it can move away. She catches it on the shoulder, splitting the skin and drawing blood. &amp;quot;I said BAD DOG!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 20.&lt;br /&gt;
&lt;br /&gt;
It is now Furry Not Squirrels' turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (6)+17: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Scorching Ray. Caster Level: 6 DC: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 18: (7)+18: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 2d6+13: (8)+13: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (17)+7: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d6+4: (5)+4: 9&lt;br /&gt;
&lt;br /&gt;
Morgan points at the large wolf hoping if you kill the alpha the rest will run or make you the alpha.... well a 80 pound woman will not be that leader as two rays dont even become noticable.&lt;br /&gt;
&lt;br /&gt;
The big worg turns, the two flashes nearby has surprised it, but it was Amythyst that had its ire. It snarled at her with the curl of it lips and charges toward her with a grab of its jaws about her leg. It yanks, hard, knocking Amy off of her feet. &lt;br /&gt;
&lt;br /&gt;
The smaller Worg nips atgain in at Murder, tearing off a chunk with its jaws bloody and its hair looking matted from blood and singed. It looks unhappy but... confident that it can win.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 18.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Amythyst is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Summon Monster III. Caster Level: 5 DC: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 5: (7)+5: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 3d6: (11): 11&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Amythyst's turn! Murder is next!&lt;br /&gt;
&lt;br /&gt;
Vaalyun's assistance appears in the form of a celestial snake. Surely, someone in the Seven Heavens has a sense of humor. He begins to move towards Murder, the most injured member of the party he can see, and as he does, he slams his mace into the symbol on his shield again, and for the third time sends out healing waves to succor his allies.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun refreshes special ability pools.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun spends THREE uses of CHANNEL ENERGY.&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst casts Ear-Piercing Scream. Caster Level: 5 DC: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls 3d6: (9): 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 9: (6)+9: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d100: (88): 88&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 11.&lt;br /&gt;
&lt;br /&gt;
It is now Murder's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
Having been tackled to the ground, or dragged, Amythyst simply screams at the worg. Of course, it's sensitive hearing make it hurt like hell....&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 10.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Furry Not Squirrels is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide reverses the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 11.&lt;br /&gt;
&lt;br /&gt;
It is now Murder's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls weapon11: (16)+8: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls 1d10+3: (7)+3: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 10.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Furry Not Squirrels is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d4+3: (7)+3: 10&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 20.&lt;br /&gt;
&lt;br /&gt;
It is now Furry Not Squirrels' turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls weapon11: (1)+8: 9 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (19)+17: 36&lt;br /&gt;
&lt;br /&gt;
Morgan looks at Amy in trouble and sends 3 bolts at the one attacking her only hurting it lightly.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (18)+17: 35&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 5: (10)+5: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 2d6+13: (6)+13: 19&lt;br /&gt;
&lt;br /&gt;
Murder whimpers at being bitten once more, and wobbles a little on her feet. She yells again, &amp;quot;GO HOME, BAD DOG!&amp;quot;, and swipes once more, opening another wound on the beast's chest. She wobbles again, and nods to Vaalyun, &amp;quot;Thank you.&amp;quot;, she says quietly. Then the wolf turns, and she takes an unsteady swipe at it, missing as the beast tucks its tail and runs.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d6: (12): 12&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 1d6: (5): 5&lt;br /&gt;
&lt;br /&gt;
IT DOES! IT TRIES TO GO HOME! And Murder still swings at it as it yelps, whimpers and bounces off while tucking a leg up to not put too much weight on it. &lt;br /&gt;
&lt;br /&gt;
The bigger one turns from Amy and runs at Morgan instead. It lunges at her, grabbing her by the ankle and pulling hard. It bites her rather viciously and yanks her off her feet, but after letting go it moves its jaw around in a sort of ''my tongue is numb!!'' sort of gesture.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 18.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Amythyst is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 5: (11)+5: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 9: (17)+9: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d4+4: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 3d6: (8): 8&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Amythyst's turn! Murder is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun spends ONE use of CHANNEL ENERGY.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't mention it.&amp;quot; Vaalyun says, to murder. He's running out of divine favor quickly, but he does his best, sending out more healing energy from his glowing holy symbol to try and keep everyone on their feet. Then he moves towards the worg, trying to get a position flanking it. They're chipping away, probably, but this thing looks pretty tough.&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst casts Scorching Ray. Caster Level: 5 DC: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls ranged+1: (3)+5+1: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 11.&lt;br /&gt;
&lt;br /&gt;
It is now Murder's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls weapon11: (18)+8: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Murder rolls 1d10+3: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
Rolling back up to her feet, Amythyst points a pair of fingers to zap the big worg. But, she's disoriented from being tackled still, so...her aim is off.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 10.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Furry Not Squirrels is next!&lt;br /&gt;
&lt;br /&gt;
Murder grins toothily and turns towards the last of the wolves. She hefts her sword up and runs over, yelling at it. &amp;quot;I SAID GO HOME! I AIN'T YO SQUIRREL!&amp;quot; Swiping down, she delivers a wound that splits its skin, leaving a trail of blood behind.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 1d20+6+6: (16)+6+6: 28&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Six - Init 20.&lt;br /&gt;
&lt;br /&gt;
It is now Furry Not Squirrels' turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (12)+17: 29&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 17: (20)+17: 37&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 2d6+13: (6)+13: 19&lt;br /&gt;
&lt;br /&gt;
Morgan being tired of being a chew toy she says &amp;quot;pothoc bikil ocuir ve jaka.&amp;quot; and she can not be seen.&lt;br /&gt;
&lt;br /&gt;
The Dire Worg loomed over Morgan, looking ready to bite her. Sure, that danger noodle was all hissy and biting, but it's all about that one that's tripped. Poof... &lt;br /&gt;
&lt;br /&gt;
Wat? &lt;br /&gt;
&lt;br /&gt;
Head-tilt. SMACK! WAT?! It turns and lunges out at Murder instead, grabbing her and pulling her off her feet away.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Six - Init 18.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Amythyst is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 5: (15)+5: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 9: (3)+9: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d4+4: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls heal+1: (10)+12+1: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls weapon7: (4)+6: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Six - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Amythyst's turn! Murder is next!&lt;br /&gt;
&lt;br /&gt;
Vaalyun has no sooner moved away from Murder than she is being turned into a chew-toy again. He moves back, then, trying to get into a protective position. &amp;quot;Will. You. Stop. That.&amp;quot; he shouts, as he swings his mace at the Worg. Unfortunately, he can't get enough power up and into the strike to do any more than bounce it off. &amp;quot;He's badly hurt!&amp;quot; Vaalyun says, with a healer's eye. &amp;quot;Pour it on, we've almost finished him!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst casts Scorching Ray. Caster Level: 5 DC: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls ranged+1: (12)+5+1: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Amythyst rolls 4d6: (11): 11&lt;br /&gt;
&lt;br /&gt;
Amythyst Re=focuses her aim and blasts the worg in the side. &amp;quot;POuring it on all right....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As Amy's spell blasts the surrounded Dire Worg, it lets out a piercing shriek of a yelp and stumbled before it's rear legs give out. The front legs give out soon after and it collapses down onto it's stomach, a push up with the shudder of its legs and then a collapse off to the side. Heavy breaths, whined out as it falls over and passes out from a loss of blood.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide removes the timestop.&lt;br /&gt;
&lt;br /&gt;
Timestop by Bolide has left.&lt;br /&gt;
&lt;br /&gt;
Amythyst walks over and looks down at the worg. &amp;quot;Well...that explains why they thought you were a demon, Murder.&amp;quot; She then looks back to Murder. &amp;quot;there are some goblins that are wolf riders. Oruch tend to breed Worgs though....&lt;br /&gt;
&lt;br /&gt;
Morgan apears from the spell that kept her hiden &amp;quot;ouch I hate worgs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder sits down immediately after the large wolf falls down, with a thump. &amp;quot;Yes. I am one said Goblin, who rides worgs. But they need to be trained. Wolves will always challenge for dominance unless there is something wrong with them... you have to train that out of them.&amp;quot; She hisses and puts a hand over part of a large bite wound. &amp;quot;I don't suppose you still have a bit of healing left in you, Vaalyun?&amp;quot;, she says quietly.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Shield Other. Caster Level: 5 DC: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 2d8+5: (8)+5: 13&lt;br /&gt;
&lt;br /&gt;
Morgan is looking pretty hurt her self&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;So it's possible they've encountered goblins before, hence the demon talk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder huffs and leans back on her hands. &amp;quot;Thank you. I'd be dead if it were not for you, sir.&amp;quot;, she says to Vaalyun. She looks to Morgan then. &amp;quot;Can you cast that one on more than one person, or is it just a personal spell.&amp;quot; To Amythyst, she shrugs. &amp;quot;Perhaps. Or perhaps there are legends or stories of Goblins that they tell their children?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun sags down on the grass. He took some pretty hard hits himself, but he seems to be recovered, thanks to magic. Which does nothing for the fact that he's exhausted, both physically and - in the magical sense - spiritually. He does manage to get up and murmur a healing prayer over Murder, managing to heal the worst of her hurts, &amp;quot;Anyone else? I'm afraid that my energies are becoming more limited, if we're going to press on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;I'm fine, Vaalyun. Handle Murder and Morgan. And we may be better off resting before we press on. I don't think we have much of a choice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan looks confused for a second and then what was asked to her dawns on her &amp;quot;I cant mass cast that spell yet, so I can only make one invisble at a time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Bless. Caster Level: 5 DC: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d8+5: (8)+5: 13&lt;br /&gt;
&lt;br /&gt;
Morgan is fully healed &amp;quot;Blessid be Vaalyun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder nods at what Amythyst and Vaalyun say. &amp;quot;We should find a place to hide away in, and sleep. Take stock of what we have in the morning, figure out what to do then.&amp;quot; She nods then to Morgan. &amp;quot;Ah, that's too bad. It'd be handy to hide all of us in one go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan looks to the group &amp;quot;I say rest, and I would like to refix some of my spells to help us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;I'm pretty sure that's a more powerful spell to do.&amp;quot; She then looks to Murder. &amp;quot;Lets see if we can find a cave or something. We need rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder grunts and slowly stands up, moving to the wolf a moment, peering at the body. &amp;quot;Yeah, let's go see what we can find. If not a cave, some place in the woods will do fine.&lt;br /&gt;
&lt;br /&gt;
Murder lets out a low breath then. &amp;quot;Do you have any more left in you, Vaalyun?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun also give a healing touch to Morgan, and then turns back to Murder, &amp;quot;Erm... Maybe.&amp;quot; He closes his eyes and begins to pray, letting a healing glow come out from his hands. Only when that is done, does he say, &amp;quot;Yes, we do need rest. Otherwise, I'd be more or less useless in whatever our next fight is. I still have a few spells left, but then it would just be wailing away, with no real healing short of near death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Sanctuary. Caster Level: 5 DC: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d8+5: (1)+5: 6&lt;br /&gt;
&lt;br /&gt;
Murder points to the dire wolf. &amp;quot;Save him. He is not dead. I can turn him from the path he treads. I know a place where he can mend. And mend his ways.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;No dont we cant take him with us or have the years of training since birth needed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls survival: (4)+5: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls heal+1: (20)+12+1: 33&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun used a Healer's Kit.&lt;br /&gt;
&lt;br /&gt;
With Vaalyun using his magic on the Worg, it stabilizes. It snorts and whines, but it's still heavily wounded and unconscious. The Bandages are applied expertly, with Murder assisting on bandage duty. It still looks hurt from all that's been done to it. It looks stable though. &lt;br /&gt;
&lt;br /&gt;
With a bit of effort, you even arrange a sled to carry it on using the spears on the dead. The sled is used to carry the worg back toward the town, where the people - while at first in fear of the creature on the spears - are soon cheering.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems that we're their heroes now.&amp;quot; Vaalyun says, as they arrive with the injured worg in tow, &amp;quot;They're praising god and saying that we saved them from the hellish beasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murder huffs noisily but is distracted by watching over the worg. &amp;quot;Oh sure, now I'm no longer a demon.&amp;quot;, she says, irritably. &amp;quot;I've half a mind to smack someone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Amythyst says, &amp;quot;as much as you want to, Murder. Don't do it. Can't say I blame you though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan sighs as she is a bit beat &amp;quot;Well we have the love of the village. I so want information from these twits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Psychadelic Psychic Part 3]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30109</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30109"/>
		<updated>2018-07-15T01:35:08Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] &amp;amp; [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|July 14, 2018&lt;br /&gt;
|[[Psychadelic Psychic Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=ONE_MORE_MINUTE!!&amp;diff=30108</id>
		<title>ONE MORE MINUTE!!</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=ONE_MORE_MINUTE!!&amp;diff=30108"/>
		<updated>2018-07-14T05:39:46Z</updated>

		<summary type="html">&lt;p&gt;Bolide: Created page with &amp;quot;Not only is it Friday the 13th, but it was also a full moon! I mean, c'mon. Could things be any more stacked against having a good and easy night?   &amp;quot;REPENT! THE END IS NIIIIG...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not only is it Friday the 13th, but it was also a full moon! I mean, c'mon. Could things be any more stacked against having a good and easy night? &lt;br /&gt;
&lt;br /&gt;
&amp;quot;REPENT! THE END IS NIIIIGH!&amp;quot; Well, and the crazy guy on the corner. &amp;quot;FOR LO! I SAW THE LADY SANDIEL DANCE IN THE PALE MOON LIGHT! SHE DANCED AS A DEMON WITH A FLAILING OF THE LI-I-IMBS!&amp;quot; And he's probably not what you were hired for. You were hired- &lt;br /&gt;
&lt;br /&gt;
&amp;quot;GIVE UP YOUR EA-LY BONDS AND GIVE IN TO THE MERCY OF THE GODS!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
-YOU WERE HIRED to watch the festival grounds on the eve of the - well - the festival. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;FOR ON THE HORIZON ITS SAID THE RAINBOW DRAGON WILL COME TO DEVOUR THE WORLD!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Oh for the love of all that's- &lt;br /&gt;
&lt;br /&gt;
&amp;quot;HAVE YOU SEEN THOSE HIPS? SHE COULD DO IT! SANDY IS THE HARBINGER!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
. . . Right, so as I was saying. You're here to protect the festival grounds from ne'er-do-wells.&lt;br /&gt;
&lt;br /&gt;
Vaalyun is so very tempted to go back to older, simpler times before he took the cloth and give the charlatan the back of an armored hand. But he's a man of peace - more or less - now, and so he just exhales heavily, and says, &amp;quot;What a load of bollocks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Duncan turns a baleful look on the crazy person. &amp;quot;He's going to ruin the festival,&amp;quot; he observes. He unhooks his battle hammer and then adjusts his grip to hold it by the middle of the handle. &amp;quot;Don't worry, ancient Dragonier tactic. I can do this without hurting him. Much.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At least it ain't a road, but Ilmig don't think it right that now folks have to protect things INSIDE the city walls. Just ain't right. On the other hand, Ilmig can watch the grounds without worrying about spilling his mug overmuch. He conducts scientific experiments to prove this. Gulp. Gulp. Belch. &amp;quot;Eh. If others be ignorin' 'im, we prolly can, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HAVE YOU SEEN THE MUFFIN WOMAN?! I HAVE! HER NAME IS SANDY AND SHE WILL DEVOUR ALEXANDRIA!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Si-i-i-ighs. So you're here to try and protect it because there's a lot of stands set up for tomorrow when it opens. A number of guards mill around as well, for those that could afford to buy them, but most of the tents had no one guarding it. Hence you all. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;FOR I HAVE SEEN HOW SHE EATS THE DONUTS!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Oh really now, this is just silly. Shoo. Shoo weird fellow with your sign draped like a tabard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm not really in the mood to discuss his massive theological errors.&amp;quot; Vaalyun says, giving a shrug. &amp;quot;But it's probably just harmless rantings of a lunatic, and there's no law against it. Best we let him keep his kneecaps for the moment? Are there any particular tents we're supposed to be especially watchful of?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The barrels,&amp;quot; Ilmig suggests. &amp;quot;Keep a close watch on the ales and beers. Those'll grow legs 'n wander off if'n ye ain't mindful.&amp;quot; A deep belly chuckle follows before he adds. &amp;quot;Mebbe any gems 'r fine goods, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Duncan replaces his hammer reluctantly. &amp;quot;Should I just talk to him then?&amp;quot; He looks at the barrels. &amp;quot;Yes, that seems very important as well.&lt;br /&gt;
&lt;br /&gt;
Morgan has arrived.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls diplomacy: (18)+10: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls perception: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
Vaalyun shrugs again, &amp;quot;Alright, let's see him off, then.&amp;quot; He walks over towards the man with the sandwich-board tabbard. He puts on his best Althean smile, nodding to the man, &amp;quot;Brother, your views on the coming of the end days are fascinating. I'm certain that the scholars at the Temples would be most anxious to discuss them with you. Why don't you go and see them, help them open their eyes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;REPENT!&amp;quot; The man calls back a Vaalyun and starts to turn around, he's moving off a bit faster now and seems to be making his way into the festival grounds. Ack! Well, I mean, at least he didn't attack you? Maybe you're becoming better friends! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;SOON SANDY'S APETITE WILL BE ENOUGH TO DRAIN THE SEAS FOR ICE IN HER DRINKS!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Duncan starts to trail after Vaalyun, then thinks better of it and instead moves over to where he can get a better view of the casks and some of the other tents that were previously blocked from view. But he keeps looking around, and so catches the man heading for the festival grounds. &amp;quot;Ah, hold on there a moment!&amp;quot; Duncan grunts something under his breath and then suddenly he's speeding along, on a course aimed to intercept the man's.&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan casts Expeditious Retreat. Caster Level: 5 DC: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan refreshes spells.&lt;br /&gt;
&lt;br /&gt;
Morgan comes walking to the area &amp;quot;one day she will start attacking people fro remarks like that... even though its funny.`&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This isn't good. Something is up.&amp;quot; Vaalyun sees Duncan take off after the man, and Vaalyun does the same, the first few steps a bit lopsided as he gets his bad leg moving, causing him to more or less hop, then he gets going and moves quickly after the fleeing man.&lt;br /&gt;
&lt;br /&gt;
Whirlpool has arrived.&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls perception: (7)+12: 19&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop I said!&amp;quot; Duncan accelerates, and then adds, &amp;quot;Give up now and it'll go easier on you!&amp;quot; His hand is on the handle of his hammer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FOR LO HER DRINKING KNOWS NO BOUNDS! LADY SANDIEL WILL DRINK ALL THE BOOZE!&amp;quot; The ranting man continues to rave as he's moving along. He's moving faster now until Duncan finally closes next to him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;AND WE WILL HERALD THE RAINBOW DRAGON'S RETURN! WE THE MEMBERS OF THE RAINBOW CULT!&amp;quot; The man's arms fling up in the air, flailing about as he turns to look toward Duncan. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;RISE MY BROTHERS AND SISTERS! RIIIIISE!&amp;quot; And he waves his arms back and forth high above his head as the howls start near by.&lt;br /&gt;
&lt;br /&gt;
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
Bolide has dropped a TIMESTOP!&lt;br /&gt;
&lt;br /&gt;
Please +init, then cease all roleplay and actions immediately and wait for Bolide to instruct you further. You may earn RPP by logging a scene for a GM.&lt;br /&gt;
&lt;br /&gt;
For in-combat commands, type: +thelp.&lt;br /&gt;
&lt;br /&gt;
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-&lt;br /&gt;
&lt;br /&gt;
Morgan hmms &amp;quot;well I have nothing to do tonight.&amp;quot; she starts to move with the others at a fast speed &amp;lt;base 40 movement.&amp;gt; she speeds up &amp;quot;Good sir can we talk I am from the latterday sandy, we see her as sunshine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 11: (8)+11: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (3)+6: 9&lt;br /&gt;
&lt;br /&gt;
The man yanks his sandwich board over his head and starts swinging it at Duncan as he's the closest one. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;REPENT! JOIN THE RAINBOW CULT! HERALD SANDIEL'S DESTRUCTION OF THE WORLD! FOR OUR FLESH WILL BECOME HER DONUTS AND OUR SEAS HIS ICE!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The board swings wildly and misses Duncan. He also seems to be armed from the look of it.&lt;br /&gt;
&lt;br /&gt;
Constantin has arrived.&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3: (19)+16+-3: 32&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 1d8+6+2+9+5+2: (8)+6+2+9+5+2: 32&lt;br /&gt;
&lt;br /&gt;
Duncan flinches back, barely avoiding the sign. &amp;quot;You were warned,&amp;quot; he says as he pulls his hammer out. Holding one hand over the head to prevent a cruching impact, he jabs the man in the now-un'armored' midsection.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 22.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Ranter is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Ranter's turn! Friends is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Haste. Caster Level: 6 DC: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (15)+7: 22&lt;br /&gt;
&lt;br /&gt;
Morgan hears the howls and does not like that. &amp;quot;crap sounds like wolves.&amp;quot; she then incants a few words that sends energy to Vaalyun, Duncan and her self to move faster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (2)+7: 9&lt;br /&gt;
&lt;br /&gt;
The man in front of Duncan drops the boards from before and lets out a long howl, drawing out his first sword. As he lets out the howl it turns more and more bestial until the man starts to... Ack! &lt;br /&gt;
&lt;br /&gt;
Nono. &lt;br /&gt;
&lt;br /&gt;
He really does look like a wolf-thing now. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;OUR GODDESS SANDIEL OF THE RAINBOW CULT WILL DEVOUR YOU ALL!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Somewhere, somehow, Sandy is probably praying that a certain Arvek never hears of this. Like - ever.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d6+2: (5)+2: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 14.&lt;br /&gt;
&lt;br /&gt;
It is now Friends' turn! Duncan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (9)+6: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (3)+6: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (4)+6: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (20)+6: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (1)+6: 7 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (7)+6: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (3)+6: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d8+6: (5)+6: 11&lt;br /&gt;
&lt;br /&gt;
Six more of these half-man, half-beast creatures flood out from the surrounding tents. The wolf cries clearly something other than wolves. They swing at the nearest to them, Vaalyun and Constantin. Though all but one misses what they were aiming for.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 5.&lt;br /&gt;
&lt;br /&gt;
It is now Duncan's turn! Constantin is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 3.&lt;br /&gt;
&lt;br /&gt;
It is now Constantin's turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+16: (5)+16: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+16: (13)+16: 29&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+11: (19)+11: 30&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+11: (20)+11: 31&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d8+9+1d6: (4)+9+(1): 14&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 2d8+18+1d6: (8)+18+(1): 27&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round One - Init 2.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
Constantin was there, honest, the whole time! He blends very neatly into crowds, and so, when the man-beasts show up, he reacts suddently, stepping towards his compatriot-in-Althea, sword and buckler free. He cuts one of his attackers superficially in the face -- no bite for you! -- then thrusts the thing just under where its collarbone would be, if it were more human.&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 22.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Ranter is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun refreshes spells.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Prayer. Caster Level: 5 DC: 17&lt;br /&gt;
&lt;br /&gt;
Vaalyun is raked by claws or teeth or something, and blood wells up. He steps back, swinging his big shield out in front of him to protect from the three wolf-men things that are coming after him. He calls out, &amp;quot;Althea, give us your blessings! Protect us in our hour of need, Star Mother!&amp;quot; The holy symbol on his armor and robes glows, and the peaceful feeling of a blessing descends on the party, while the rebuke of the gods finds the enemies.&lt;br /&gt;
&lt;br /&gt;
Morgan says &amp;quot;crap I thought the priests were joking about were wolfs.&amp;quot; she then says as a few arcane words as she holds her hands at her waists palms down as she takes up in the air about 40 feet up. &amp;quot;You will need magic weapons to fully hurt them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (4)+16+-3+1: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (10)+16+-3+1: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1-5: (7)+16+-3+1+-5: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 1d8+6+2+9+5+2+2: (6)+6+2+9+5+2+2: 32&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Ranter's turn! Friends is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 11: (8)+11: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (5)+6: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 10: (1)+10: 11 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 5: (8)+5: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (15)+7: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (13)+4: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (19)+4: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (20)+4: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d8: (5): 5&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 3d8: (8): 8&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (5)+6: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1: (4)+1: 5&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (11)+6: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1: (11)+1: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (5)+6: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1: (12)+1: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 14.&lt;br /&gt;
&lt;br /&gt;
It is now Friends' turn! Duncan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 5.&lt;br /&gt;
&lt;br /&gt;
It is now Duncan's turn! Constantin is next!&lt;br /&gt;
&lt;br /&gt;
Duncan trades blows gamely with the wolf-like man, although he still seems to be pulling his punches, as it were. He jabs the man with the handle of his hammer, then swings it around and bashes again, still covering the head with his other hand. &amp;quot;You're cursed!&amp;quot; he says in realization. &amp;quot;The temples are not far! Give up and you can still be cured!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (19)+16+-3+1: 33&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (14)+16+-3+1: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1-5: (14)+16+-3+1+-5: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 1d8+6+2+9+5+2+2: (5)+6+2+9+5+2+2: 31&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 1d8+6+2+9+5+2+2: (5)+6+2+9+5+2+2: 31&lt;br /&gt;
&lt;br /&gt;
The ranting one draws out a sword sword as he starts laying in blow after blow on Duncan, with a measure of luck, skill, and armor, they all go astray with the gnashing of teeth snapping only nearby &amp;quot;JOIN THE RAINBOW CULT!&amp;quot; He calls in his growling voice. &lt;br /&gt;
&lt;br /&gt;
The others break up a little bit, with several taking a rather sudden intrest in the one who's now flying! It's a Mage! Burn it! Burn the mage! &lt;br /&gt;
&lt;br /&gt;
Or something like that. Three quarrels lance out, two of them finding their mark on Morgan while the last goes wide. The others break up to attack the adventurers - perhaps unwisely - one on each. Perhaps to try and hold them at bay?&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 3.&lt;br /&gt;
&lt;br /&gt;
It is now Constantin's turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18: (15)+18: 33&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18: (1)+18: 19 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+13: (5)+13: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d8+10+1d6: (7)+10+(6): 23&lt;br /&gt;
&lt;br /&gt;
Constantin flows from a thrust back into a cut, and strikes his first assailant across the throat rather finally. It's a clean hit, even if he's not clean anymore. He shifts towards Vaal's assailants, yelling, &amp;quot;Try me, furry bastards!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Two - Init 2.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls knowledge/religion+2: (10)+11+2: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls Knowledge/Nature: (8)+10: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls knowledge/religion: (11)+2: 13&lt;br /&gt;
&lt;br /&gt;
Duncan holds his hammer like a too-short staff now, hands at the very ends of the handle. He blocks one of the bashing one's blows with the stout wood and then smacks him once with either end of the weapon. &amp;quot;There is no rainbow cult you madman!&amp;quot; he growls, his frustration starting to show.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun casts Shield of Faith. Caster Level: 5 DC: 15&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 22.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Ranter is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Ranter's turn! Friends is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 11: (13)+11: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (15)+6: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Shield. Caster Level: 6 DC: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 10: (13)+10: 23&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 5: (10)+5: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (9)+7: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d10+4: (9)+4: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d4+1: (3)+1: 4&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 14.&lt;br /&gt;
&lt;br /&gt;
It is now Friends' turn! Duncan is next!&lt;br /&gt;
&lt;br /&gt;
Morgan takes a bolt in the thigh that hit a bit deep she the says a few words in the arcane language that brings a shimering blue orb all arond her.&lt;br /&gt;
&lt;br /&gt;
Vaalyun takes another step back as his shield absorbs some punishment, but he is not further harmed. He mutters, and says, &amp;quot;Silver or potent magics! They will be harder to hurt with anything else.&amp;quot; He nods to Constantin as he comes next to him, and then murmurs another prayer, and his shield flares with Althea's rose, and a shimmering, magical field appears around him, making him harder for the enemy to hit.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (1)+4: 5 (EPIC FAIL)&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (15)+4: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (2)+4: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (18)+6: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1: (13)+1: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6+2+2: (3)+6+2+2: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 5.&lt;br /&gt;
&lt;br /&gt;
It is now Duncan's turn! Constantin is next!&lt;br /&gt;
&lt;br /&gt;
The one in front of Duncan lays into him again, his two blades lashing out again with each blade finding a nook in the armor. The bite snaps again next to Duncan as he snarls back, &amp;quot;WE ARE THE RAINBOW CULT! WE EXIST, YOU WILL NOT WHEN SANDIEL COMES TO DEVOUR YOU ALL!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 3.&lt;br /&gt;
&lt;br /&gt;
It is now Constantin's turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18-3: (20)+18+-3: 35&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18-3: (5)+18+-3: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+13-3: (16)+13+-3: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18-3: (17)+18+-3: 32&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 2d8+32+1d6: (9)+32+(2): 43&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d8+16+1d6: (1)+16+(3): 20&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (7)+16+-3+1: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (6)+16+-3+1: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1-5: (2)+16+-3+1+-5: 11&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Three - Init 2.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
Constantin grins messily at the assailants as they come at him. &amp;quot;Hands off the Rose's priest.&amp;quot; He strikes down viciously at the skull of one of them, and follows it up with a thrust through its torso. The searing blade scorches it inside and out; when he pulls it free, the disturbing twin smells of burning hair and bacon.&lt;br /&gt;
&lt;br /&gt;
Duncan looks flabbergasted. &amp;quot;The Rainbow Cult...worships Sandy?&amp;quot; He swings his hammer but this time his blow goes wide, his concentration still shaken by the revelation.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 3d6: (7): 7&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 22.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Ranter is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun refreshes special ability pools.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun spends ONE use of CHANNEL ENERGY.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls Know/Local: (8)+Know/Local: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls Knowledge/local: (7)+10: 17&lt;br /&gt;
&lt;br /&gt;
Vaalyun is now probably about as well-defended of a target as he can get, short of busting out full plate and stopping to put it on. He slams his mace against his shield, and then allows the power of Althea to flow out of him in a burst, sending healing energy out to his party mates. His own bleeding stops, leaving only a red stain on his robes, and strengthened, he regards the wolf-men over the shield.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls ranged: (8)+5: 13&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls ranged: (16)+5: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d6: (6): 6&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d6: (9): 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 17.&lt;br /&gt;
&lt;br /&gt;
It is now Ranter's turn! Friends is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 11: (6)+11: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 16: (16)+16: 32&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (14)+6: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 10: (8)+10: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Scorching Ray. Caster Level: 6 DC: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 5: (12)+5: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 7: (13)+7: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (18)+4: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (14)+4: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (3)+4: 7&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 1d8: (2): 2&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18-3: (14)+18+-3: 29&lt;br /&gt;
&lt;br /&gt;
Morgan sighs a bit anoying &amp;quot;Sunshine is not some goddes... hope she never hears about this her ego will grow.&amp;quot; she sends two firelances right at one of the ones attacking her and only minorly hurting it.&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d8+16+1d6: (8)+16+(1): 25&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (4)+6: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 14.&lt;br /&gt;
&lt;br /&gt;
It is now Friends' turn! Duncan is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 5.&lt;br /&gt;
&lt;br /&gt;
It is now Duncan's turn! Constantin is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (20)+16+-3+1: 34&lt;br /&gt;
&lt;br /&gt;
It's a clash of steal, the sounds ringing off the tents and the guards are now starting to move closer but none of them seem to have the gumption you all do. Heck, without you here, they probably would've just ran off - leaving the place to the Cult of Rainbows. The one in front of Duncan howls again as he throws his flurry of blows about, &amp;quot;WE WORSHIP THE RAINBOW DRAGON! EATER OF ALL! DRINKER OF THE SEAS!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
While one of the crossbowmen catches Morgan, none of the others seem nearly so confident.&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (12)+16+-3+1: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (19)+16+-3+1: 33&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1-5: (6)+16+-3+1+-5: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 3d8+18+6+27+15+6+6: (15)+18+6+27+15+6+6: 93&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 1d8+6+2+9+5+2+2: (4)+6+2+9+5+2+2: 30&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 3.&lt;br /&gt;
&lt;br /&gt;
It is now Constantin's turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+15: (3)+15: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+15: (6)+15: 21&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+10: (9)+10: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Four - Init 2.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
Constantin gets really excited about having the advantage, gets a rush of blood to his head, and flails wildly, missing every time!&lt;br /&gt;
&lt;br /&gt;
Duncan twists sideways as the healing energy washes over him. He then jabs the wolf-creature with the end of his hammer. It's enough to stun him just long enough for Duncan to swing and pound him with his mightiest blow yet, a clubbing smash that sends the man - or creature - to the ground, senseless.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d20+10: (14)+10: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d20+10: (16)+10: 26&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d8+4: (8)+4: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d8+4: (3)+4: 7&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 22.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Ranter is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Magic Missile. Caster Level: 6 DC: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d4+3: (9)+3: 12&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (4)+4: 8&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 4: (2)+4: 6&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 14.&lt;br /&gt;
&lt;br /&gt;
It is now Friends' turn! Duncan is next!&lt;br /&gt;
&lt;br /&gt;
After Constantin misses, Vaalyun shouts, &amp;quot;Hey, ugly, over here!&amp;quot; He's been holding his fire for most of the fight, but he takes advantage of his opportunity. The mace flashes out to hit it in the gut, and then when that bends the enemy over, he brints the flanged metal powerfully upward, catching the wolf-man under the jaw, smiting him, verily.&lt;br /&gt;
&lt;br /&gt;
Morgan is getting tired of getting hit as she sends 3 blue missiles that knocks or kills one.&lt;br /&gt;
&lt;br /&gt;
With their leader down four of the other members fallen, there's only two of them left and they begin to retreat. They sort of do a couple steps, a shot at Morgan and Vaalyun, then they begin moving off, heading further into the tents.&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 5.&lt;br /&gt;
&lt;br /&gt;
It is now Duncan's turn! Constantin is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 16-3+1: (8)+16+-3+1: 22&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 3.&lt;br /&gt;
&lt;br /&gt;
It is now Constantin's turn! Vaalyun is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+15: (4)+15: 19&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Five - Init 2.&lt;br /&gt;
&lt;br /&gt;
It is now Vaalyun's turn! Morgan is next!&lt;br /&gt;
&lt;br /&gt;
Duncan darts after the retreating crossbow-wielders. His legs move in a blur from spells, so quickly that he kicks up a faint trail of dust behind him. He turns around a tent and then swings a massive blow, but his hammer thuds into the ground just behind the moving cultist. &amp;quot;Stand still...trust me you'd rather face me, than the Blood Rose!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin races through the tents, swiping at one of the shooters as he arrives.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d20+10: (15)+10: 25&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d8+4: (2)+4: 6&lt;br /&gt;
&lt;br /&gt;
GAME: NEW ROUND!&lt;br /&gt;
&lt;br /&gt;
Bolide advances the initiative order.&lt;br /&gt;
&lt;br /&gt;
Round Six - Init 22.&lt;br /&gt;
&lt;br /&gt;
It is now Morgan's turn! Friends is next!&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 3d4+3: (7)+3: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Magic Missile. Caster Level: 6 DC: 17&lt;br /&gt;
&lt;br /&gt;
Vaalyun takes off running after the others as well. Thank goodness for the haste spell, because otherwise, he'd never be able to keep up. But he limps fast this time! He comes around one of the tents and sees the wolf-man who shot at him. His mace comes up and connects solidly, but he doesn't seem to do any real damage, the creature just shaking off the glancing impact.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls perception: (8)+10: 18&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls athletics +1: (9)+6+1: 16&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls athletics: (4)+10: 14&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls athletics+1: (7)+-2+1: 6&lt;br /&gt;
&lt;br /&gt;
Morgan starts to tell her compions where to go as she sends more bolts at the one in the lead. But as soon as she was about to give more direction she says &amp;quot;crap lost him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The werewolves start running through the tents when Morgan hits one with a magic missile. Before that, they aren't ducking through them. D'oh! Looks like you tipped them off that they were visible from the air! Luckily, because of Morgan calling out where she saw them, Contantin and Duncan manage to keep up. Vaalyun gets lost though, calling behind and even Morgan loses sight of the one that Duncan is following.&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls athletics +2+1: (18)+6+2+1: 27&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls athletics+1: (9)+10+1: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls perception+1: (15)+4+1: 20&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18-3: (20)+18+-3: 35&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 1d20+18-3: (13)+18+-3: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 1d20+16-3+1+1: (13)+16+-3+1+1: 28&lt;br /&gt;
&lt;br /&gt;
GAME: Constantin rolls 2d8+32+1d6: (11)+32+(1): 44&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls 1d8+6+2+9+2+2+1: (2)+6+2+9+2+2+1: 24&lt;br /&gt;
&lt;br /&gt;
GAME: Duncan rolls cmb+1: (19)+14+1: 34&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls perception: (11)+10: 21&lt;br /&gt;
&lt;br /&gt;
Its true -- they don't want to get caught by the Blood Rose. Constantin runs through the city, naturally, like he's running through his own house, dodging obstacles like he remembers they were there already. He catches up to the werewolf, driving a sword into its spine as a method of announcing his proximity. It falls in a sprawl, tumbling into a wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damnit! Where did they go?&amp;quot; Vaalyun says, as he falls behind, the one he hit getting away from him and ducking around a tent. He sees a flash of fur and teeth somewhere, and says, &amp;quot;There you are!&amp;quot; He heads in that direction, huffing like a bellows from all this running.&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan casts Ray of Enfeeblement. Caster Level: 6 DC: 17&lt;br /&gt;
&lt;br /&gt;
GAME: Morgan rolls 1d6+3: (6)+3: 9&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide rolls 6: (3)+6: 9&lt;br /&gt;
&lt;br /&gt;
Morgan says loudly &amp;quot;guy to the left dark green tent. She then sends a black ray at the werewolf sapping his strength nicely.&lt;br /&gt;
&lt;br /&gt;
Duncan isn't used to moving so fast - not on his own feet, at least. When the cultist he's chasing turns to run between a pair of tents, Duncan overshoots and almost loses him. Taking a chance he keeps going and turns between the next tents. Their paths cross and he swats the cultists with the haft of his hammer.&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d20+12: (20)+12: 32&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d20+12: (3)+12: 15&lt;br /&gt;
&lt;br /&gt;
GAME: Vaalyun rolls 1d8+4: (6)+4: 10&lt;br /&gt;
&lt;br /&gt;
GAME: Bolide removes the timestop.&lt;br /&gt;
&lt;br /&gt;
Timestop by Bolide has left.&lt;br /&gt;
&lt;br /&gt;
Vaalyun finds it much easier to catch up with the wolf-man who has been tackled and then enfeebled. When the werewolf tries to get up, the Cleric raises his mace and brings it crashing down, directly at the thing's head. There is a sound like someone hitting a watermelon, and bit of a sickening CRACK! Vaalyun bends over, trying to catch his breath, as the werecreature goes down, perhaps not to get back up again.&lt;br /&gt;
&lt;br /&gt;
Ilmig has left.&lt;br /&gt;
&lt;br /&gt;
The rest of the night goes without any issue. The four of you protecting the tents through the night. &lt;br /&gt;
&lt;br /&gt;
Oh! Looks like it's a Daeus holiday! That makes so much sense. I mean, what with it being the Dragonfather and all. Yeah, no wonder the Rainbow (Dragon) Cult came here to smash up the celebration. Well. &lt;br /&gt;
&lt;br /&gt;
Looks like you all did a great job stopping those, uh, evil... worshipers... of Sandiel... &lt;br /&gt;
&lt;br /&gt;
Oh Gods what a day this was.&lt;br /&gt;
&lt;br /&gt;
Duncan looks supremely satisfied when he knocks his cultist to the ground. &amp;quot;Ready to let us help you nowwwha--?&amp;quot; Just then Vaalyun pulps its head. &amp;quot;Whaa...?&amp;quot; He looks shocked. &amp;quot;YOU KILLED HIM!&amp;quot; he blurts.&lt;br /&gt;
&lt;br /&gt;
Morgan looks to the group &amp;quot;oh please let me tell her about this.&amp;quot; she looks excited to torment her some more.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He was just trying to kill us, and was getting back up to try again!&amp;quot; Vaalyun says, in reply. &amp;quot;Would you rather he bite you? Did you think they were going to ask for quarter?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin cleans his blade, and trots back to the others. &amp;quot;What's the shouting? Did it get away?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Duncan stares at Vaalyun. &amp;quot;No I wouldn't rather he bite me. But he was beaten! Not a threat!&amp;quot; He looks back in the direction the ranter was when Duncan last saw him. &amp;quot;I told them we'd cure them!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantin gently points out: &amp;quot;You might have, but it was in the middle of quite a mess.&amp;quot; He glances back. &amp;quot;And they were trying to kill us with their sharp, pointy teeth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaalyun is not going to agree here, it seems, &amp;quot;Even if the lycanthropy could be cured, the fanatacism was a choice. I regret if you feel it was the wrong decision, but it is one that I can't take back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morgan shrugs her shlders &amp;quot;I know there is a Order with in Eluna that cures them. they might even be able to show the light of the goddes also.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|ONE MORE MINUTE!!]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30107</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30107"/>
		<updated>2018-07-14T05:33:44Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] &amp;amp; [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30106</id>
		<title>Recent Logs</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_Logs&amp;diff=30106"/>
		<updated>2018-07-14T05:30:41Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AboutLogs}}&lt;br /&gt;
&lt;br /&gt;
==2014 Logs==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|December 3, 2014&lt;br /&gt;
|[[PrP: Sinkhole Part 2a]]&lt;br /&gt;
|[[Kidda]],[[Thanix]],[[Kroth]],[[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 5, 2014&lt;br /&gt;
|[[Commitee]]&lt;br /&gt;
|[[Kiroth]], [[Meihui]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 6, 2014&lt;br /&gt;
|[[MEETUP: Snowball Fight!]]&lt;br /&gt;
|[[Aldean]], [[Godwyn]], [[Ionus]], [[Kidda]], [[Meihui]], &amp;lt;br /&amp;gt;[[Silmeria]], [[Jibbom]], [[Lorien]], [[Benthus]], [[Arixillo]],&amp;lt;br /&amp;gt; [[Vroole]], [[Abrahil]], [[Munch]], [[Mikilos]], [[Zalara]], [[Stirling]], [[Talazia]]&lt;br /&gt;
|-&lt;br /&gt;
|December 9, 2014&lt;br /&gt;
|[[PrP: Decoy (part 2)]]&lt;br /&gt;
|[[Jessamy]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|December 11,2014&lt;br /&gt;
|[[Snow Play]]&lt;br /&gt;
|[[Mikilos]], [[Rhar]], [[Autumn]], [[Aldean]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 12, 2014&lt;br /&gt;
|[[PrP: Pickety Pickety]]&lt;br /&gt;
|[[Nuanna]], [[Jal]], [[Amithil]], [[Vroole]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Milk Run]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|December 13, 2014&lt;br /&gt;
|[[PrP: Ambush]]&lt;br /&gt;
|[[Schneider]], [[Lothos]], [[Aldean]], [[Kiroth]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[PrP: Trade Route]]&lt;br /&gt;
|[[Jahnavi]], [[Alba]], [[Amithil]], [[Jal]], [[Aevarr]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|December 14, 2014&lt;br /&gt;
|[[Poetic Souls]]&lt;br /&gt;
|[[Tiasa]], [[Alba]], [[Raethon]], [[Stirling]], [[Bahken]]&lt;br /&gt;
|-&lt;br /&gt;
|December 16, 2014&lt;br /&gt;
|[[PrP: Pookems and Snookems]]&lt;br /&gt;
|[[Belladona]], [[Kroth]], [[Amithil]]&lt;br /&gt;
|-&lt;br /&gt;
|December 20, 2014&lt;br /&gt;
|[[PrP: Supplies!]]&lt;br /&gt;
|[[Aurala]], [[Benthus]], [[Oates]], [[Rhar]], [[Tatyannah]], and [[Zalara]]. Run by [[Ssylrath]].&lt;br /&gt;
|-&lt;br /&gt;
|December, 2014&lt;br /&gt;
|[[A Series of Sad Bars]]&lt;br /&gt;
|[[Talazia]], [[Svarshan]], [[Aldean]], [[Godwyn]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[Bandit Trouble]]&lt;br /&gt;
|[[Azariah]], [[Brianna]], [[Kroth]], [[Vroole]], [[Yngvild]]&lt;br /&gt;
|-&lt;br /&gt;
|December 22, 2014&lt;br /&gt;
|[[PrP: Finding Rachel]]&lt;br /&gt;
|[[Eligar]], [[Aevarr]]&lt;br /&gt;
|-&lt;br /&gt;
|December 24, 2014&lt;br /&gt;
|[[PrP: Think of the Children!]]&lt;br /&gt;
|[[Jessamy]], [[Raethon]], [[Takiyah]], [[Tiasa]], and [[Vroole]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 25, 2014&lt;br /&gt;
|[[PrP: Dying Paladin]]&lt;br /&gt;
|[[Sophia]], [[Munch]], [[Lothos]]&lt;br /&gt;
|-&lt;br /&gt;
|December 26, 2014&lt;br /&gt;
|[[PrP: It's Always Bugs]]&lt;br /&gt;
|[[Benthus]], [[Corra]], and [[Kravar]], run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|December 29, 2014&lt;br /&gt;
|[[PrP: Rescue the Orphans 2]]&lt;br /&gt;
|[[Corra]], [[Godwyn]], [[Aldean]]&lt;br /&gt;
|-&lt;br /&gt;
|December 31, 2014&lt;br /&gt;
|[[PrP: Unwanted Residents]]&lt;br /&gt;
|[[Yrqeem]], [[Uraug]], [[Tiasa]],[[Kroth]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2015 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
| January 2, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Thanix]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2015&lt;br /&gt;
|[[PrP: Guardians at the Gate]]&lt;br /&gt;
|[[Laefwyn]], [[Alakton]], [[Renfrey]], [[Pips]], [[Taro]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2015&lt;br /&gt;
|[[PrP: Scouts or just Wolves]]&lt;br /&gt;
|[[Alba]],[[Dain]],[[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2015&lt;br /&gt;
|[[PrP: Do you wanna chomp a snowman?]]&lt;br /&gt;
|[[Aevarr]],[[Kroth]],[[Smythly]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Barney the Bear]]&lt;br /&gt;
|[[Kroth]], [[Terewin]], [[Blackjack]], [[Arkun]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[PrP: Breeding Grounds 2]]&lt;br /&gt;
|[[Silmeria]], [[Pips]], [[Charis]], [[Taro]]&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2015&lt;br /&gt;
|[[Pubbing]]&lt;br /&gt;
|[[Vroole]], [[Oliver]], [[Cesran]], [[Mikilos]], [[Stjepan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2015&lt;br /&gt;
|[[PrP:The_Cairn]]&lt;br /&gt;
|[[Terewin]], [[Faiza]], [[Blackjack]], [[Pips]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[PrP: Missing Husband]]&lt;br /&gt;
|[[Bahken]], [[Flicker]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2015&lt;br /&gt;
|[[Theater Front]]&lt;br /&gt;
|[[Aldean]], [[Flicker]], [[Basil]], [[Mikilos]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2015&lt;br /&gt;
|[[PrP:_Goblins%3F_Bandits%3F_Stolen_babies!|PrP: Goblins and Stolen Babies]]&lt;br /&gt;
|Silmeria, Dain, Charis, Barsool-um&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2015&lt;br /&gt;
|[[Market Crash]]&lt;br /&gt;
|[[Tiasa]], [[Te'Andra]], [[Solace]], [[Selia]], [[Ivy]], [[Cesran]], [[Basil]], [[Flicker]], [[Audax]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2015&lt;br /&gt;
|[[PrP: Haunted Playhouse]]&lt;br /&gt;
|[[Belladona]], [[Yngvild]], [[Flicker]], [[Faiza]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2015&lt;br /&gt;
|[[PrP:Walk in the Woods]]&lt;br /&gt;
|[[Silmeria]], [[Kroth]], [[Dain]], [[Morasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 17th, 2015&lt;br /&gt;
|[[PrP: Doge Day Afternoon]]&lt;br /&gt;
|[[Faiza]], [[Terewin]], [[Rayne]], [[Bahken]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Danger Close]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Lothos]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2015&lt;br /&gt;
|[[PrP: Lost Tower]]&lt;br /&gt;
|[[Zalara]], [[Rhar]], [[Renfrey]], [[Valadhiel]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2015&lt;br /&gt;
|[[PrP: A Beautiful Mine]]&lt;br /&gt;
|[[Kroth]], [[Silmeria]], [[Yngvild]], [[Jahnavi]], [[Morasha]], [[Daromu]]&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2015&lt;br /&gt;
|[[Meetup: Angoron Party!]]&lt;br /&gt;
|[[Yngvild]], [[Jibbom]], [[Morasha]], [[Munch]], [[Kroth]], [[Bahken]],&amp;lt;br /&amp;gt; [[Hrist]], [[Nicolai]], [[Boshter]], [[Halani]], [[Stjepan]], [[Rayne]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: An Apprentice Problem]]&lt;br /&gt;
|[[Kiroth]], [[Lothos]], [[Rhar]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2015&lt;br /&gt;
|[[PrP: Hunter and Prey]]&lt;br /&gt;
|[[Lily]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[A Suddenly Bad Day]]&lt;br /&gt;
|[[Elessa]], [[Tatyannah]], [[Lily]], [[Benthus]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2015&lt;br /&gt;
|[[Mountain Rest]]&lt;br /&gt;
|[[Mikilos]], [[Jahnavi]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2015&lt;br /&gt;
|[[Recruitment Efforts]]&lt;br /&gt;
|[[Elessa]], [[Kerbasy]], [[Aldean]], [[Silmeria]], [[Cesran]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: The Diary]]&lt;br /&gt;
|[[Charis]], [[Aevarr]], [[Stjepan]], [[Yngvild]], [[Gareth]], [[Oliver]], [[Faiza]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 30, 2015&lt;br /&gt;
|[[PrP: Portal Trouble]]&lt;br /&gt;
|[[Bahken]], [[Duncan]], [[Lothos]], [[Lyrana]], and [[Zarr]]. Run by [[Ssylrath]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2015&lt;br /&gt;
|[[PrP: Yippee Ki Yay]]&lt;br /&gt;
|[[Kroth]], [[Bennet]], [[Mara]], [[Belladona]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PrP: Clearing the Cache]]&lt;br /&gt;
|[[Aldean]], [[Renfrey]], [[Kiroth]], [[Margaret]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2015&lt;br /&gt;
|[[PRP: Monkey Business]]&lt;br /&gt;
|[[Aldean]], [[Lothos]], [[Godwyn]], [[Corra]], [[Abrahil]], [[Rhar]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2016 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 1, 2016&lt;br /&gt;
|[[PrP: Sticky Situation]]&lt;br /&gt;
|[[Haggerty]], [[Raethon]], [[Chach]], [[MAC-B1G]], [[Sigrid]], [[Eirene]]&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2016&lt;br /&gt;
|[[PrP: Murderous Cannibal]]&lt;br /&gt;
|[[Haggerty]], [[Sigrid]], [[Kailin]], [[Malkael]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2016&lt;br /&gt;
|[[Docks Talk]]&lt;br /&gt;
|[[Munch]], [[Kailin]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2016&lt;br /&gt;
|[[PrP: Borders II: Raiders of the Lost Cart]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Kaj]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 10, 2016&lt;br /&gt;
|[[PrP: The Lost Boy]]&lt;br /&gt;
|[[Garak]], [[Munch]], [[Verna]], [[Tiasa]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[PrP: Village of Glenspiel]]&lt;br /&gt;
|[[Haggerty]], [[Kailin]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2016&lt;br /&gt;
|[[Woods Wizards]]&lt;br /&gt;
|[[Mikilos]], [[Fayde]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2016&lt;br /&gt;
|[[Snipe hunt]]&lt;br /&gt;
|[[Munch]], [[Uneth]], [[Iadoth]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2016&lt;br /&gt;
|[[Before the Society]]&lt;br /&gt;
|[[Verna]], [[Solace]], [[Kailin]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2016&lt;br /&gt;
|[[PrP: Bandit Tree]]&lt;br /&gt;
|[[Veloria]], [[Sigrid]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[PrP: Mining Job]]&lt;br /&gt;
|[[Kailin]], [[Sasha]], [[Drok'thar]]&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2016&lt;br /&gt;
|[[Meetup: Courtroom Blues: Prelude]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2016&lt;br /&gt;
|[[Meetup: Bardic Concert]]&lt;br /&gt;
|[[Kailin]], [[Stirling]], [[Aldean]], [[Jibbom]], [[Silmeria]], [[Arisha]], [[Stjepan]], [[Abrahil]], [[Serene]], [[Svarshan]], [[Verna]], [[Miruan]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2016&lt;br /&gt;
|[[PrP: Cult Leader]]&lt;br /&gt;
|[[Tiasa]], [[Garak]], [[Verna]], [[Alba]], and [[Nadara ]]&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2016&lt;br /&gt;
|[[PrP: Buried Demons]]&lt;br /&gt;
|[[Kailin]], [[Vasya]], [[Sully]], [[Thanix]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[PrP: Demons in the Manor]]&lt;br /&gt;
|[[Halena]], [[Vasya]], [[Kailin]], [[Ezriya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2016&lt;br /&gt;
|[[Blades of Hell]]&lt;br /&gt;
|[[Kailin]], [[Kalkorth]], [[Vasya]], [[Veloria]], [[Kevan]]&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2016&lt;br /&gt;
|[[A Ladle Help, Please]]&lt;br /&gt;
|[[Arisha]], [[Veloria]]&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2016&lt;br /&gt;
|[[Meetup: Fancy Party]]&lt;br /&gt;
|[[Vati]] [[Kailin]], [[Myrana]], [[Abrahil]], [[Jacob]], [[Charlotte]], [[Jibbom]], [[Rhar]], [[Mikilos]], [[Cesran]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
==2017 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 2, 2017&lt;br /&gt;
|[[PrP: Winter Raids]]&lt;br /&gt;
|[[Selerik]], [[Blauensturm]], [[Astaren]], [[Zenia]], [[Malorn]], [[Josselyn]], [[Albain]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[PrP: Troll Hunt]]&lt;br /&gt;
|DM: [[Elisabeth du Leoncorte|Elisabeth]], Players: [[Nasrin]], [[Sadia]], [[Hun'rar]], [[Ilmig]], [[Khera]]&lt;br /&gt;
|-&lt;br /&gt;
|January 3, 2017&lt;br /&gt;
|[[Scene: Penance Before Althea]]&lt;br /&gt;
|[[An'thirya]], [[Raethon]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MEETUP: [[Hayatiento Aerie Opening]]&lt;br /&gt;
|Lots&lt;br /&gt;
|-&lt;br /&gt;
|January 4, 2017&lt;br /&gt;
|[[Scene: To Petition Eluna]]&lt;br /&gt;
|[[An'thirya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 5, 2017&lt;br /&gt;
|[[Redeye Flight]]&lt;br /&gt;
|[[An'thirya]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Scene: Bound to the Moon]]&lt;br /&gt;
|[[An'thirya]], [[Astaren]], [[Aya]], [[Dubtle]]&lt;br /&gt;
|-&lt;br /&gt;
|January 6, 2017&lt;br /&gt;
|[[Selerik Intros Elian to the City's Malaise]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2017&lt;br /&gt;
|[[A New Year Blitz]]&lt;br /&gt;
|[[Ollithial]], [[Sparrow]], [[Azarval]], [[Krom]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Elian Intros Pendaril to Selerik]]&lt;br /&gt;
|[[Selerik]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 9, 2017&lt;br /&gt;
|[[Crimson Justice!]]&lt;br /&gt;
|[[Astaren]], [[Aznara]], [[Cesran]], [[Mikilos]], [[Miriai]], [[Myrana]], [[Sandy]], [[Selerik]], [[Silmeria]], [[Tarragon]]&lt;br /&gt;
|-&lt;br /&gt;
|January 11, 2017&lt;br /&gt;
|[[About the Door Trials]]&lt;br /&gt;
|[[Aya]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 12, 2017&lt;br /&gt;
|[[Big Dreams and a Little Dragon]]&lt;br /&gt;
|[[Astaren]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2017&lt;br /&gt;
|[[Tracks to the Junkyard]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]], [[Azog]], [[Aya]], [[Pelka]]&lt;br /&gt;
|-&lt;br /&gt;
|January 16, 2017&lt;br /&gt;
|[[Interview: Mistress of Weasels]]&lt;br /&gt;
|[[Astaren]], [[Roselle]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 18, 2017&lt;br /&gt;
|[[Mysterious Box Recovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2017&lt;br /&gt;
|[[Checking Out the Wreck]]&lt;br /&gt;
|[[Munch]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|January 23, 2017&lt;br /&gt;
|[[Lodestones, Trails, and Spells]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selerik]]&lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2017&lt;br /&gt;
|[[Horse Sense]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Soren]], [[Aya]], [[Masamya]]&lt;br /&gt;
|-&lt;br /&gt;
|January 25, 2017&lt;br /&gt;
|[[Huldith]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[Drunken Blindfolded Target Practice]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Mayahuel]], [[Bjoric]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2017&lt;br /&gt;
|[[A Fault in the Plan]]&lt;br /&gt;
|[[Aya]], [[Bjoric]], [[Elisabeth du Leoncorte|Elisabeth]], [[Selerik]], [[Stjepan]], [[Fazhad]]&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2017&lt;br /&gt;
|[[A Conspiracy Discovered]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Fazahd]]&lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2017&lt;br /&gt;
|PrP: [[Lady Jaquetta]]&lt;br /&gt;
|[[Munch]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Archived_Logs|More...]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2018 Logs==&lt;br /&gt;
===January===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|January 7, 2018&lt;br /&gt;
|[[Demons What P 10]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 8, 2018&lt;br /&gt;
|[[Oasis 9: Jewel in the Desert]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 1]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Besra]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|January 13, 2018&lt;br /&gt;
|[[Temple Bread]]&lt;br /&gt;
|[[Kerbasi]], [[Serraphine]], [[Azog]], [[Baz]], [[Arynel]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Mictlan Celebration]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|January 14, 2018&lt;br /&gt;
|[[Demons What P 11]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 15, 2018&lt;br /&gt;
|[[Crypts and Things]]&lt;br /&gt;
|Beagleplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Baz Has a Cow]]&lt;br /&gt;
|[[Baz]], [[Duncan]], [[Sylvi]], [[Aerilaya]], [[Kaelyn]], [[Ga'Elian]], [[An Oruch]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Smaller Details pt 2]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]] &lt;br /&gt;
|-&lt;br /&gt;
|January 17, 2018&lt;br /&gt;
|[[Crypt Analysis]]&lt;br /&gt;
|[[Heinrich]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|January 19, 2018&lt;br /&gt;
|[[The Gargoyle's Nest]]&lt;br /&gt;
|[[Garak]], [[Raethon]], [[Hun'rar]], [[Atleti]], [[Corra]]&lt;br /&gt;
|-&lt;br /&gt;
|January 20, 2018&lt;br /&gt;
|[[Caravan Woes]]&lt;br /&gt;
|Kisaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Bakery]]&lt;br /&gt;
|Astplot&lt;br /&gt;
|-&lt;br /&gt;
|January 21, 2018&lt;br /&gt;
|[[Demons What P 12]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 22, 2018&lt;br /&gt;
|[[Smaller Details pt 3]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Athrian]], [[Kore]] &lt;br /&gt;
|-&lt;br /&gt;
|January 24, 2018&lt;br /&gt;
|[[What Dreams Ae Made Of Part 3]]&lt;br /&gt;
|[[Aya]], [[Alba]], [[Astaren]], [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|January 26, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 27, 2018&lt;br /&gt;
|[[Inmost Sea-capades]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Team Building]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Selia]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife, Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|January 28, 2018&lt;br /&gt;
|[[Demons What P 13]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|January 29, 2018&lt;br /&gt;
|[[Smaller Details pt 4]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Aerilaya]], [[Kore]], [[Besra]] &lt;br /&gt;
|-&lt;br /&gt;
|January 31, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 4]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===February===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|February 2, 2018&lt;br /&gt;
|[[Charn Embassy Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 2]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Golden Cookie Party]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|February 4, 2018&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|[[Svarshan]], er... [[Kerbasi]], [[Durrankar]], [[Astaren]], [[Stirling]], [[Kisaiya]], [[Kravar]]&lt;br /&gt;
|-&lt;br /&gt;
|February 7, 2018&lt;br /&gt;
|[[Legwork: What Dreams Ae Made Of Part 5]]&lt;br /&gt;
|[[Alba]], [[Astaren]]. [[Kisaiya]], [[Hun'rar]], [[Sasha]]&lt;br /&gt;
|-&lt;br /&gt;
|February 9, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 3]]&lt;br /&gt;
|[[Raethon]], [[Garak]], [[Leisel]], [[Kisaiya]], [[Hun'rar]], [[Mangus]]&lt;br /&gt;
|-&lt;br /&gt;
|February 10, 2018&lt;br /&gt;
|[[Society Call of Action!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 11, 2018&lt;br /&gt;
|[[The Mystery of the Missing Donkey]]&lt;br /&gt;
|[[Deryn]], [[Gregor]], [[Aech]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What P 14]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 12, 2018&lt;br /&gt;
|[[Smaller Details Part 5 - finale!]]&lt;br /&gt;
|[[Lucy]], [[Baz]], [[Tirrynelth]], [[Kore]], [[Granit]] &lt;br /&gt;
|-&lt;br /&gt;
|February 15, 2018&lt;br /&gt;
|[[Singular Part 8]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 16, 2018&lt;br /&gt;
|[[SUDDEN BADNESS]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 18, 2018&lt;br /&gt;
|[[Shade pt 2]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|February 20, 2018&lt;br /&gt;
|[[A Heth of a Time]]&lt;br /&gt;
|[[Chay]], [[Sarcis]], [[Sora]], [[Lucy]], [[Deryn]], [[Arynel]], [[Kore]], [[Deak]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Cinnamon Rolls Have Eyes]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Assault on Moon Keep]]&lt;br /&gt;
|Sandy, Svarshan, Cesran&lt;br /&gt;
|-&lt;br /&gt;
|February 22, 2018&lt;br /&gt;
|[[A Balancing Act]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 23, 2018&lt;br /&gt;
|[[Charn Embassy Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 5]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 24, 2018&lt;br /&gt;
|[[The Missing Smithson]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|February 25, 2018&lt;br /&gt;
|[[The Missing Smithson Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Demons What Part 15]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|February 27, 2018&lt;br /&gt;
|[[Got My Vodka, Got My Gun]]&lt;br /&gt;
|DM: [[Kore]] Players: [[Henrie]], [[Felicia]], [[Urso]], [[Aithil]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===March===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|March 2, 2018&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 6]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 3, 2018&lt;br /&gt;
|[[Tribal Strife Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 4, 2018&lt;br /&gt;
|[[The Missing Smithson Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 3]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 6, 2018&lt;br /&gt;
|[[A New Face]]&lt;br /&gt;
|[[Tawyse]], [[Ga'Elian Faravanilas|Ga’Elian]], [[Gregor]]&lt;br /&gt;
|-&lt;br /&gt;
|March 7, 2018&lt;br /&gt;
|[[Of Dryads and Weapons]]&lt;br /&gt;
|[[Walery]], [[Talia]], [[Craft]], [[Lockwood]], [[Morgan]], [[Tawyse]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|March 8, 2018&lt;br /&gt;
|[[Felwood Follies]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Etan]], [[Felicia]], [[Tawyse]], &amp;amp; [[Taleth]]&lt;br /&gt;
|-&lt;br /&gt;
|March 9, 2018&lt;br /&gt;
|[[Gliding and Hang-outs]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] &amp;amp; [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 7]]&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kira]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 10, 2018&lt;br /&gt;
|[[Society Call of Action! Part 2]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 11, 2018&lt;br /&gt;
|[[Demons What Part 16]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 13, 2018&lt;br /&gt;
|[[Of Ygdrassil and Elves]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]] and [[Tawyse]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Barwick's Undead Extravaganza]]&lt;br /&gt;
|[[Kore]], [[Dubtle]], [[Talia]], [[Felicia]]&lt;br /&gt;
|-&lt;br /&gt;
|March 14, 2018&lt;br /&gt;
|[[Meeting in Noble District]]&lt;br /&gt;
|[[Mittens]], [[Aithil]], [[Morgan]], [[Shagara]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Missing Kids]]&lt;br /&gt;
|[[Scorscha]], [[Talethl]], [[Morgan]], [[Mohai]], [[Deak]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|March 16, 2018&lt;br /&gt;
|[[Bring Out Your Dead]]&lt;br /&gt;
|Astaplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[The Gargoyle's Nest CTD Part 8]] - finale!&lt;br /&gt;
|[[Garak]], [[Hun'rar]], [[Raethon]], [[Kisaiya]], [[Leisel]], [[Magnus]]&lt;br /&gt;
|-&lt;br /&gt;
|March 17, 2018&lt;br /&gt;
|[[Society Call of Action Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Stride Part 3]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 18, 2018&lt;br /&gt;
|[[Demons What Part 17]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 20, 2018&lt;br /&gt;
|[[Clean It Up]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 21, 2018&lt;br /&gt;
|[[SWAMP STRAVENGANZA!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 22, 2018&lt;br /&gt;
|[[Tiny Problem]]&lt;br /&gt;
|Whirlplot&lt;br /&gt;
|-&lt;br /&gt;
|March 24, 2018&lt;br /&gt;
|[[Was it a good Urn or a bad Urn?]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|March 25, 2018&lt;br /&gt;
|[[Shade Part 4]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Stirling]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|March 27, 2018&lt;br /&gt;
|[[The Ballad of Lyranessa]]&lt;br /&gt;
|[[Besra]], [[Kisaiya]], [[Morgan]], [[Sandy]]&lt;br /&gt;
|-&lt;br /&gt;
|March 31, 2018&lt;br /&gt;
|[[Planted Problems]]&lt;br /&gt;
|[[Garak]], [[Aria]], [[Tarragon]], [[Latenat]], [[Magnus]], [[Ilmig]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===April===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|April 1, 2018&lt;br /&gt;
|[[Criminal Acts]] (on-grid RP)&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|April 3, 2018&lt;br /&gt;
|[[Demon Tracks]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Urso]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|April 5, 2018&lt;br /&gt;
|[[Herbs and Hunters]] (on-grid RP)&lt;br /&gt;
|[[Kaydin]], [[Ga'Elian Faravanilas|Ga'Elian]]&lt;br /&gt;
|-&lt;br /&gt;
|April 8, 2018&lt;br /&gt;
|[[Ambassador Kaydin]] (on-grid RP)&lt;br /&gt;
|[[Fazahd]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Kaydin]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 6]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|April 9, 2018&lt;br /&gt;
|[[You Shall Not Pass]] (on-grid RP)&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Munch]]&lt;br /&gt;
|-&lt;br /&gt;
|April 10, 2018&lt;br /&gt;
|[[Dragon Plans]] (on-grid RP)&lt;br /&gt;
|[[Kerbasi]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Mikilos]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Guardhouse Rock]]&lt;br /&gt;
|[[Ithiliel]], [[Lorik]], [[Rori]], [[Kaelthilas]], [[Shivani]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 11, 2018&lt;br /&gt;
|[[Wayfarer's Meet]]&lt;br /&gt;
|[[Ga'Elian]], [[Tilguh]], [[Razen]], [[Sora]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rocky Mountain News]]&lt;br /&gt;
|[[Kaydin]], [[Murder]], [[Raethon]], [[Razen]], [[Silmeria]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|April 12, 2018&lt;br /&gt;
|[[Snacks In The Temple]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Shivani]], [[Aya]], [[Jenner]]&lt;br /&gt;
|-&lt;br /&gt;
|April 13, 2018&lt;br /&gt;
|[[Three Casters Walk Into A Bar...]]&lt;br /&gt;
|[[Lorik]], [[Malik]], [[Nasrin]]&lt;br /&gt;
|-&lt;br /&gt;
|April 14, 2018&lt;br /&gt;
|[[Talk of Redemption]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tribal Strife Pt 4]]&lt;br /&gt;
|Bolplot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Stories, History, And The Undead]]&lt;br /&gt;
|[[Lorik]], [[Nim]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|April 15, 2018&lt;br /&gt;
|[[Shade Part 7]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 17, 2018&lt;br /&gt;
|[[Storytime at the Ox (Meetup)]]&lt;br /&gt;
|[[Shivani]], [[Lorik]], [[Alba]], [[Braith]], [[Raethon]], [[Preston]], [[Kaydin]], [[Nim]], [[Karelin]], [[Kaelthilas]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18, 2018&lt;br /&gt;
|[[Library Rules]]&lt;br /&gt;
|[[Lorik]], [[Mio]], [[Nasirri]], [[Morgan]], [[Zelany]]&lt;br /&gt;
|-&lt;br /&gt;
|April 18-19, 2018&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nokkela]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Meeting Under the Stairs]]&lt;br /&gt;
|[[Svarshan]], [[Murder]], [[Kaydin]], [[Silmeria]]&lt;br /&gt;
|-&lt;br /&gt;
|April 21, 2018&lt;br /&gt;
|[[I Beg Your Pudding?]] (PRP)&lt;br /&gt;
|[[Kore]], [[Bors]], [[Iadoth]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 24, 2018&lt;br /&gt;
|[[Tinier Problems]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|April 25, 2018&lt;br /&gt;
|[[Stalking the Fel]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Deak]], [[Iskandar]], [[Desdemona]], [[Sylvi]], [[Vasanna]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 23 - April 25, 2018&lt;br /&gt;
|[[Clearing the Path]]&lt;br /&gt;
|[[Besra]], [[Felicia]], [[Granit]], [[Kore]], [[Malik]], [[Razen]], [[Sora]], [[Wilros]], [[Whirlpool]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 26, 2018&lt;br /&gt;
|[[How the Dark Grows]] (PRP)&lt;br /&gt;
|[[Razen]], [[Svarshan]], [[Sylvi]]&lt;br /&gt;
|-&lt;br /&gt;
|April 27, 2018&lt;br /&gt;
|[[Gnome Charge!]] (PRP)&lt;br /&gt;
|[[Elin]], [[Iskandar]], [[Razen]], [[Taleth]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|April 28, 2018&lt;br /&gt;
|[[Tribal Strife Pt 5]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|April 29, 2018&lt;br /&gt;
|[[Shade Part 8]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]]&lt;br /&gt;
|-&lt;br /&gt;
|April 30, 2018&lt;br /&gt;
|[[Meetup: The Worst Talent Show Ever]] &lt;br /&gt;
|[[Constantin]], [[Vasanna]], [[Shara]], [[Kaelthilas]], [[Lorik]], [[Shivani]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===May===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|May 1, 2018&lt;br /&gt;
|[[Tinier Problems pt2]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Azra]], [[Lorik]], [[Ithilliel]]&lt;br /&gt;
|-&lt;br /&gt;
|May 2, 2018&lt;br /&gt;
|[[Pulling A Thread]] (PRP)&lt;br /&gt;
|[[Kaelthilas]], [[Aegis]], [[Ashilde]], [[Braith]], [[Preston]], [[Azra]], [[Lorik]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Nothing Good Inn]] &lt;br /&gt;
|[[Morgan]], [[Murder]], [[Razen]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 3, 2018&lt;br /&gt;
|[[Simple Measures]] &lt;br /&gt;
|[[Razen]], [[Lorik]], [[Sylvi]], [[Iskandar]], [[Morgan]], [[Nasrin]], [[Shara]]&lt;br /&gt;
|-&lt;br /&gt;
|May 6, 2018&lt;br /&gt;
|[[Culture Shock]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Shade Part 9]]&lt;br /&gt;
|[[Kerbasi]], [[Durrankar]], [[Kisaiya]], [[Kravar]], [[Astaren]], [[Thyrson]], [[Stirling]]&lt;br /&gt;
|-&lt;br /&gt;
|May 7, 2018&lt;br /&gt;
|[[Drops of Starlight]]&lt;br /&gt;
|[[Cesran]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|May 8, 2018&lt;br /&gt;
|[[Rumors of Maggot-Man]]&lt;br /&gt;
|[[Alba]], [[Durrankar]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Lorik]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt3]]&lt;br /&gt;
|[[Kaelthilas]], [[Shivani]], [[Elin]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 9, 2018&lt;br /&gt;
|[[Plans Against...Brain Slugs?]] (Meetup)&lt;br /&gt;
|[[Vasanna]], [[Abrahil]], [[Garak]], [[Sasha]], [[Desdemona]], [[Shivani]], [[Preston]], [[Vomitdreg]] - Honorable mentions- Bartholomew the Snake&lt;br /&gt;
|-&lt;br /&gt;
|May 11, 2018&lt;br /&gt;
|[[Farmer Woes]]&lt;br /&gt;
|[[Aznara]], [[Morgan]], [[Nim]], [[Razen]], [[Taleth]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 12, 2018&lt;br /&gt;
|[[Tribal Strife part 6]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|May 15, 2018&lt;br /&gt;
|[[Creep in the Streets]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Itzpapalotl]], [[Taleth]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt4]]&lt;br /&gt;
|[[Azra]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 18, 2018&lt;br /&gt;
|[[My Only Hope]] (PRP)&lt;br /&gt;
|[[Morgan]], [[Virgil]], [[Vomitdreg]], [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 20, 2018&lt;br /&gt;
|[[Wiggily wobbly]] (PRP)&lt;br /&gt;
|[[Keldin]], [[Shizin]], [[Virgil]], [[Vomitdreg]], [[Whuridred]], [[Astaren]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22, 2018&lt;br /&gt;
|[[How to Kill a Demon]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Garak]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|May 23, 2018&lt;br /&gt;
|[[Zen and the Art of Laundry]] &lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Preston]], [[Desdemona]], [[Shara]], [[Vomitdreg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt5]]&lt;br /&gt;
|[[Kaelthilas]], [[Fabris]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 26, 2018&lt;br /&gt;
|[[Midnight Intrigues]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Latenat]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Filth Fever]]&lt;br /&gt;
|[[Sasha]], [[Silmeria]], [[Svarshan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 28, 2018&lt;br /&gt;
|[[Chance Meetings and Rocket Carts]]&lt;br /&gt;
|[[Lorik]], [[Kisaiya]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|May 29, 2018&lt;br /&gt;
|[[Manticore Meal]]&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Nim]], [[Razen]], [[Tilguh]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Tinier Problems pt6]]&lt;br /&gt;
|[[Razen]], [[Elin]], [[Azra]], [[Iskandar]], [[Tamrielo]], [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|May 30, 2018&lt;br /&gt;
|[[Wednesday Social (Part 1)]]&lt;br /&gt;
|[[Amythyst]], [[Astaren]], [[Aya]], [[Braith]], [[Ga'Elian]], [[Garak]], [[Gull]], [[Kaelyn]], [[Lorik]], [[Morgan]], [[Munch]], [[Murder]], [[Shizin]], [[Stjepan]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|May 25 - June 1, 2018&lt;br /&gt;
|[[Broken Barrels]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Shaoqing]], [[Morgan]], [[Aithil]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===June===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|June 2, 2018&lt;br /&gt;
|[[The Psychadelic Psychic Part 1]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 4, 2018&lt;br /&gt;
|[[Clean Business]]&lt;br /&gt;
|[[Preston]], [[Desdemona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Kiss the Dead]] (PRP)&lt;br /&gt;
|[[Arisha]], [[Faranth]], [[Gull]], [[Ilmig]], [[Morgan]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Personal Diplomacy]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Svarahan]], and a cameo by [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Fire Lodge: Open Mic Night!]]&lt;br /&gt;
|[[Astaren]], [[Duncan]], [[Garrin]], [[Gull]], [[Kalkorth]], [[Kore]], [[Mal'Thael]], [[Morgan]], [[Razen]], [[Tilguh]], [[Sarcis]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Wednesday Social Part 2]] (Whirlplot)&lt;br /&gt;
|[[Shizin]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Astaren]], [[Duncan]], [[Sarcis]], [[Kaelyn]]&lt;br /&gt;
|-&lt;br /&gt;
|June 6, 2018&lt;br /&gt;
|[[Small Packages Part 1]] (PRP)&lt;br /&gt;
|[[Lorik]], [[Escanor]], [[Kaelyn]], and [[Itzpapalotl]], with narration by [[Whuridred]]&lt;br /&gt;
|-&lt;br /&gt;
|June 10, 2018&lt;br /&gt;
|[[Dungeon Delve I]] (PRP)&lt;br /&gt;
|[[Amythyst]], [[Escanor]], [[Gull]], [[Morgan]], [[Yelrona]], and [[Vaalyun]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|May 22 - June 12, 2018&lt;br /&gt;
|[[Tinier Problem Parts 5, 6, 7, 8]]&lt;br /&gt;
|[[Azra]], [[Elin]], [[Fabris]], [[Iskandar]], [[Kaelthilas]], [[Lorik]], [[Razen]], [[Soup]], [[Tamrielo]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Dark and Sweet]] (Followup to [[Dungeon Delve I]])&lt;br /&gt;
|[[Yelrona]] and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 13, 2018&lt;br /&gt;
|[[Temple Meetup]]&lt;br /&gt;
|[[Boshter]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Gull]], [[Kira]], [[Raethon]], [[Yelrona]], and [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Daniel the Shark]] (on-grid RP)&lt;br /&gt;
|[[Gull]], [[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]], and [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[Revenant on the Trail]]&lt;br /&gt;
|''played by'' [[Yelrona]] &amp;amp; [[Ga'Elian Faravanilas|Ga'Elian]]; ''GM'd by'' [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|June 15, 2018&lt;br /&gt;
|[[A Course of Action]]&lt;br /&gt;
||[[Desdemona]], [[Lorik]], [[Preston]]&lt;br /&gt;
|-&lt;br /&gt;
|June 16, 2018&lt;br /&gt;
|[[All About The Mustard]] - PRP&lt;br /&gt;
|[[Preston]], [[Morgan]], [[Desdemona]], [[Itzpapalotl]], [[Kaelthilas]] ''GM'd by'' [[Lorik]]&lt;br /&gt;
|-&lt;br /&gt;
|June 21, 2018&lt;br /&gt;
|[[TOTES MCGOATS!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Ice, Ice Baby]]&lt;br /&gt;
|[[Arubesh]], [[Aya]], [[Ezriya]], [[Lorik]], [[Morgan]], [[Murder]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 22, 2018&lt;br /&gt;
|[[Middled Out]]&lt;br /&gt;
|[[Sarcis]], [[Sasha]], [[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 18-25, 2018&lt;br /&gt;
|[[Same Sparkling Slime]]&lt;br /&gt;
|[[Aithil]], [[Bennet]], [[Faranth]], [[Morgan]], [[Murder]], [[Virgil]], [[Razen]](GM)&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Colosseum]] (on-grid RP)&lt;br /&gt;
|[[Ga'Elian Faravanilas|Ga'Elian]], [[Jaina]], [[Morgan]], [[Yelrona]], [[Kisaiya]]&lt;br /&gt;
|-&lt;br /&gt;
|June 27, 2018&lt;br /&gt;
|[[Righteous Fury]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Dragon Attack!]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Narrowing In]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Ga'Elian Faravanilas|Ga'Elian]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Everything's Just Vine]] (GMed scene)&lt;br /&gt;
|[[Erakirak]], [[Amythyst]], [[Iskandar]], [[Keldin]], [[Vaalyun]], [[Desdemona]], [[Whirlpool]] (GM) &lt;br /&gt;
|-&lt;br /&gt;
|June 29, 2018&lt;br /&gt;
|[[Middled Out Pt2]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Crying over sunk ships]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]], [[Banshee]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Whole Health]] (on-grid RP)&lt;br /&gt;
|[[Elpida]], [[Deak]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|June 30, 2018&lt;br /&gt;
|[[Knock-knock jokes]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Ashilde]], [[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|June, 17 to July 1, 2018&lt;br /&gt;
|[[Finding Edgar]](PRP)&lt;br /&gt;
|[[Faranth]], [[Gull]], [[Ilmig]], [[Lucy]], [[Morgan]], [[Murder]], [[Taleth]], [[Yelrona]], [[Razen]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===July===&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|Date&lt;br /&gt;
|Log&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Buying a Cassock]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Vaalyun]]&lt;br /&gt;
|-&lt;br /&gt;
|July 2, 2018&lt;br /&gt;
|[[Zaheir to the throne]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
|[[Morning Glide]] (on-grid RP)&lt;br /&gt;
|[[Erakirak]], [[Murder]], [[Nasirri]]&lt;br /&gt;
|-&lt;br /&gt;
|July 3, 2018&lt;br /&gt;
||[[TAKE BACK THE STREETS]] (meetup)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Vaalyun]], [[Astaren]], [[Shaoqing]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 4, 2018&lt;br /&gt;
||[[We must all hang together...]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Iskandar]], [[Selia]], [[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Purses and mana-lamps]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Korra]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Goblins, Slaves, and Evil Wizards]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Morgan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Murder in the Sly]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 5, 2018&lt;br /&gt;
||[[Love and Stealing Stuff]] (on-grid RP)&lt;br /&gt;
|[[Morgan]], [[Razen]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Rattle and Shake]] (PRP)&lt;br /&gt;
|[[Erakirak]], [[Iskandar]], [[Vaalyun]] (GM)]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[That Wild way you Play]] (on-grid RP)&lt;br /&gt;
|[[Shizin]], [[Xasany]]&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
||[[Iron Chef - Alexandria]] (PRP)&lt;br /&gt;
|[[Alik]], [[Arubesh]], [[Mikilos]], [[Morgan]], [[Razen]], [[Sandy]], [[Vaalyun]], [[Astaren]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 6, 2018&lt;br /&gt;
|[[Middled Out Pt3]]&lt;br /&gt;
|[[Duncan]], [[Illmig]], [[Yelrona]], [[Constantin]], [[Kore]], [[Whirlpool]] (GM)&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[You Must Pay The Rent]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Chay]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 7, 2018&lt;br /&gt;
||[[Slavers' Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Murder]], [[Aya]], [[Constantin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Charn and the Sith]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]] &lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[Are you a spy?]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Aya]], [[Morgan]], [[Demelsa]] &lt;br /&gt;
|-&lt;br /&gt;
|July 8, 2018&lt;br /&gt;
||[[My Arm?]] (on-grid RP)&lt;br /&gt;
|[[Alik]], [[Razen]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Blood is Thinner than Water]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Svarshan]]&lt;br /&gt;
|-&lt;br /&gt;
|July 9, 2018&lt;br /&gt;
||[[Razen joins the Inquisition]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]], [[Razen]], [[Murder]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Secrets in Hidden Places]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Strange fruit]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Aya]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[Interrupted Rondezvous]] (on-grid RP)&lt;br /&gt;
|[[Yelrona]],[[Morgan]],[[Chay]]&lt;br /&gt;
|-&lt;br /&gt;
|July 11, 2018&lt;br /&gt;
|[[We Don't Need No Stinkin' Badger]] (meetup)&lt;br /&gt;
|[[Astaren]], [[Atleti]], [[Belladona]], [[Erakirak]], [[Ga'Elian]], [[Kaelyn]], [[Kira]], [[Kisaiya]], [[Morgan]], [[Shizin]]&lt;br /&gt;
|-&lt;br /&gt;
|July 12, 2018&lt;br /&gt;
|[[Charn and the Teacher]] &lt;br /&gt;
|[[Hetzakoatl]], [[Yelrona]], [[Svarshan]], [[Un'eth]]&lt;br /&gt;
|-&lt;br /&gt;
|July 13, 2018&lt;br /&gt;
|[[Alba joins the Inquisition]] &lt;br /&gt;
|[[Alba]], [[Yelrona]]&lt;br /&gt;
|-&lt;br /&gt;
|[[ONE MORE MINUTE!!]]&lt;br /&gt;
|Boliplox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs|Recent Logs]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Player-Made_Contributions&amp;diff=30064</id>
		<title>Player-Made Contributions</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Player-Made_Contributions&amp;diff=30064"/>
		<updated>2018-07-08T01:35:18Z</updated>

		<summary type="html">&lt;p&gt;Bolide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;font-size:x-large; font-weight:bold;&amp;quot;&amp;gt;Thank you!!!&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | '''Player Contributions to Tenebrae MUSH'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
|'''Contribution'''&lt;br /&gt;
|'''Creator'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Alexandros|Alexandrian]], [[Bludgun|Bludguni]], [[Charn|Charneth]] flags&lt;br /&gt;
| [[Colrick]]&lt;br /&gt;
| The flag of Alexandros and Alexandria&lt;br /&gt;
|-&lt;br /&gt;
|[[Player-Made Lexicon]]&lt;br /&gt;
|Everyone&lt;br /&gt;
|A lexicon of character-invented terms, used ingame&lt;br /&gt;
|-&lt;br /&gt;
|[[Multi-Descer]]&lt;br /&gt;
|Chiddle&lt;br /&gt;
|A way to easily swap out descs on your PC&lt;br /&gt;
|-&lt;br /&gt;
|[https://spreadsheets.google.com/ccc?key=0AjThR8reZkSKdDNZdFA3cFR1MWwyT1RVLXhrQml5amc&amp;amp;hl=en&amp;amp;authkey=CMO2w80J Simple Combat Sheet]&lt;br /&gt;
|Svarshan&lt;br /&gt;
|A simple and unofficial combat sheet. Please save your own copy to edit.&lt;br /&gt;
|-&lt;br /&gt;
|[[PrP Template]]&lt;br /&gt;
|[[Amir'a]]&lt;br /&gt;
|A quick template for posting PrPs&lt;br /&gt;
|-&lt;br /&gt;
|[[Introduction to Plotrunning]]&lt;br /&gt;
|Xander, Kama'o, Tsunami, Avalanche, Lahar&lt;br /&gt;
|Lots of collaboration, especially with DMing advice and general structure. Lahar crafted the outline and initial drafts, Avalanche conducted user testing, which is a large part of its success! Thank you all!&lt;br /&gt;
|-&lt;br /&gt;
|[[ASCII Tutorial]]&lt;br /&gt;
|[[Svarshan]]&lt;br /&gt;
|How to craft ASCII art, port it to a MU...and on using it responsibly! Ported from a live tutorial in 2009.&lt;br /&gt;
|-&lt;br /&gt;
|[[How to Format a Log Quickly]]&lt;br /&gt;
|[[Eleria]], [[Lahar]]&lt;br /&gt;
|Automagically formatting your logs, and cleaning out pages and chatter. A special thanks to Eleria for all the RegEx (those are the funky characters) help! Update: This was updated and repaired by [[Kisaiya]]! Thank you so much!&lt;br /&gt;
|-&lt;br /&gt;
|RPP Code&lt;br /&gt;
|[[Azog]]&lt;br /&gt;
|Lahar developed the RPP system, and Azog was kind enough to code it...and rearrange our +sheets to make it all fit! Thank you, Azog! This would have never happened without you.&lt;br /&gt;
|-&lt;br /&gt;
|[[Personal Calendar]]&lt;br /&gt;
|[[Azog]]&lt;br /&gt;
|A quick, ingame personal calendar that shows you this and next week's dates.&lt;br /&gt;
|-&lt;br /&gt;
|Deity Symbol Graphics&lt;br /&gt;
|[[Lash]]&lt;br /&gt;
|Symbols for the deities!&lt;br /&gt;
|-&lt;br /&gt;
|[[Player-Contributed_Encounter_Grab_Bag|Encounter Grab-Bag]]&lt;br /&gt;
|Everyone&lt;br /&gt;
|Some ready-made encounters, usable by everyone.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pendleton's Races of Tenebrae Art]]&lt;br /&gt;
|[[Pendleton]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Kisa_Flexible_Lists|Flexible Lists!]]&lt;br /&gt;
|Kisaiya&lt;br /&gt;
|Here's some code to keep track of your very own shopping list, or any other sort of list, like class abilities. You can add and remove items from it, and view it as well.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community|Player-Made Contributions]]&lt;/div&gt;</summary>
		<author><name>Bolide</name></author>
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