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	<updated>2026-05-06T15:09:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Tempest_Blackwind&amp;diff=9623</id>
		<title>Tempest Blackwind</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Tempest_Blackwind&amp;diff=9623"/>
		<updated>2011-05-09T17:07:11Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{aa}}&lt;br /&gt;
&lt;br /&gt;
{{statsbox|Swordswoman.jpg|2|Human|Fighter|Chain Shirt|Dual-wielded [[Peteran Scimitar|Peteran Scimitars]]|Somewhere in Petera}}&lt;br /&gt;
&lt;br /&gt;
Tempest Blackwind is the daughter of the wealthy Blackwind family.  Her father trained at Peteran University and eventually became an illustrious [[Blade Dervish]].  As the only child to her parents, she sought to follow in her father&#039;s footsteps and enrolled at [[University Jalaroi]] in the hopes that she too would be accepted as a student to a Blade Dervish master.  Her first mentor in school was the accomplished [[Darly Hunt]].  Tempest admired Darly&#039;s skill and finesse with a sword so much that as soon as she was able to, she traveled to Darly&#039;s homeland in search of her.  At some point, she found and met Darly&#039;s tribe, which [[Roscoe Duke]] is a part of.  Roscoe and Tempest knew of each other&#039;s existence, but never really interacted, and neither really seemed to be all that interested in changing that fact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign&#039;&#039;&#039; : [[Main_Page#Arabelle_Adventurers_.28The_Pinch_Region.2C_950_FI.2C_GM:Mattie.29|Arabelle Adventurers]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPOILER&#039;&#039;&#039; : [[Tempest Blackwind&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Tempest_Blackwind&amp;diff=9621</id>
		<title>Talk:Tempest Blackwind</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Tempest_Blackwind&amp;diff=9621"/>
		<updated>2011-05-09T16:43:56Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You should consider replacing that bow with a [[Red Wizards | pistol]]. --[[User:Msallen|Msallen]]&lt;br /&gt;
: I&#039;m not sure I agree. Still requires an Exotic Weapon prof. [[Special:Contributions/207.191.191.20|absalom]] 12:43, 9 May 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Psionics&amp;diff=9122</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Psionics&amp;diff=9122"/>
		<updated>2011-04-28T16:25:23Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: Created page with &amp;quot;{{stub}}  Conceptual information about Psionics goes here!   (EAT AT JOES!)  This setting uses a variant of the &amp;quot;Psionics Is Different&amp;quot; rule, as opposed to the &amp;quot;Magic/Psionic Tra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Conceptual information about Psionics goes here! &lt;br /&gt;
&lt;br /&gt;
(EAT AT JOES!)&lt;br /&gt;
&lt;br /&gt;
This setting uses a variant of the &amp;quot;Psionics Is Different&amp;quot; rule, as opposed to the &amp;quot;Magic/Psionic Transparency&amp;quot; presumed of most game settings. At present, this is a very rough outline of the exceptions and rules, and should be considered a work in progress.&lt;br /&gt;
&lt;br /&gt;
1. Dispelling: No magic short of a &amp;lt;i&amp;gt;wish&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;miracle&amp;lt;/i&amp;gt; can dispel a psionic effect. No psionic ability short of Alter Reality can dispel a magical effect.&lt;br /&gt;
&lt;br /&gt;
2. Damage types are transparent. Therefore, a psionic fireball will be reduced by magical elemental protection. &lt;br /&gt;
&lt;br /&gt;
3. ?????&lt;br /&gt;
&lt;br /&gt;
4. Profit!&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9121</id>
		<title>New Player Background</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9121"/>
		<updated>2011-04-28T16:11:54Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Play Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;&amp;gt;The Newfish Guide to the Alexandrian World&amp;lt;&#039;&#039;&#039;==&lt;br /&gt;
(Special thanks to [[user:slitherrr|Slitherrr]], who helped a lot putting this together.)&lt;br /&gt;
&lt;br /&gt;
=== Welcome to the Mainland! ===&lt;br /&gt;
&lt;br /&gt;
The majority of the interaction on this world takes place on a continental mass known rather vaguely as the [http://www.memphisgamers.com/img/mainland.jpg Mainland] (Fresia is not completely mapped). It is a diverse continent existing mostly South of the Equator, going (from North to South) from highly civilized mercantile states in long-settled lands to an enormous expanse of mostly unexplored barbarian territory, with setting and technology that most resembles the usual strange D&amp;amp;D hybrid of late Medieval and early Renaissance technologies and social norms. By and large, most political entities have been stable for the 1,400 years since Alexandria&#039;s triumph over the Dark Fiend. However, many - if not most - nationalities and political units are far older, dating back to the collapse of the Ubrekti Empire (see this [[timeline of major events]] for a detailed look at the history of the Mainland).&lt;br /&gt;
&lt;br /&gt;
Each of these states is extremely ancient and highly nationalistic, having developed unique [[languages]], to say nothing of unique quirks of character, eccentric worldviews, and specific cultural norms. In the case of the various human nations, most trace their history to the [[Ubrekti Empire]], whose domination of most of the known world for a period of roughly two thousand years. (Roughly five to three thousand years ago for the Empire at its glory: from the last conquest to the first succession.) In some places, particularly in the history of [[Gildenhome]] and [[New Hakan]], and among nationless Halflings, the scars and effects of occupation and conquest are still visible. Although the sins of this empire are many - the aforementioned expatriation of the classical Gnomes and the utter eradication of classical Halfling culture - its also served as a conduit to spread a generally unified and codified system of property laws, a respect for learning and education, and a system of writing. It should come as no surprise, then, that the Ubrekt language remains the &#039;&#039;de facto&#039;&#039; international language for education, law, and diplomacy between states. As mentioned above, most of the modern nations of the mainland - [[Odessa]], [[Hakan]], [[Flannary]], [[Celstia]], and [[Fresia]] - exist as a direct result of the empire&#039;s slow decline.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
(This section covers only the &#039;&#039;&#039;current&#039;&#039;&#039; religion. The setting has seen no less than three changes in supreme divinity. (See: [[The Ages of History]] for more)&lt;br /&gt;
 &lt;br /&gt;
By and large, the worship of Alexandria is universal among the so-called [[Goodly Races]], although the [[Sidhe]] (Elves) might be an exception to this rule. (Metagame: They are.) Despite the numerous cultural and linguistic differences, the one steadfast commonality of the continent is [[Alexandrianism]], a monotheistic faith centered upon the dramatic intervention of its eponymous mortal-turned-deity into the world&#039;s affairs roughly a millennium and a half ago. As Alexandria&#039;s power and existence are a matter of known fact rather than blind faith, all of the [[Goodly Races]] venerate her to one degree or another. However, the particulars of that veneration are in no way universal, and the people are in no way united in their beliefs. In the decades after her [[Martyrdom]] and Ascension, competing theologies developed, each aggressively promoted  by one of her mortal followers (the [[First Stand]]). Within a couple of centuries, three distinct and organized strains of Alexandrianism had developed.&lt;br /&gt;
&lt;br /&gt;
*[[Alexandrian Orthodoxy]] : Most of her followers went on to develop a highly centralized and hierarchical supra-national church under the direction of [[Steros Merroand]] and [[Mythrian Arabelle]], and this has since to become the largest faith in the mainland.&lt;br /&gt;
*[[Peteran Heresy]] : A highly ethnocentric take on the Alexandrian narrative, informed by the writings of [[Sayid ibn Maimun]] and practiced by the people of the [[Peteran Empire]]&lt;br /&gt;
*[[Zupanism]] : Spread by Sayid&#039;s adopted son and designated heir, [[Mikos Lygit]], after he was forced into exile among the [[Ulan]]. The most decentralized of all the Alexandrian faiths, many sages suggest that Zupanism should be understood best as an umbrella term for a family of rituals, traditions, and beliefs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Servitor Races]] have their own religious beliefs and traditions, which no one has ever asked them about, and which would strain credulity at any rate.&lt;br /&gt;
&lt;br /&gt;
=== Altered Mechanics &amp;amp; Character Generation ===&lt;br /&gt;
&lt;br /&gt;
Mechanically, the world is played in fairly straight d20 Dungeons and Dragons 3.5e, as depicted in the [http://d20srd.org d20 SRD], with extra [[:Category:Prestige Classes|prestige classes]], [[:Category:Feats|feats]], and other rules either created or pulled liberally from other works. [[language|Languages]] play a slightly more prominent role than in other settings, but the work-a-day life of an adventure is much the same here as elsewhere.&lt;br /&gt;
&lt;br /&gt;
There are some caveats, though, particularly in the composition of races and character creation. Dwarves, although still fond of underground living, are more vigorous, dynamic, and outward looking and interventionist than in other settings, though no less curmudgeonly for it. [[Elves]], for all intents and purposes, are nonexistent on the mainland, although they are available for play as PCs with some background restrictions. The most dramatically changed are the [[Gnomes]], who have developed into two recognizable sub-branches - Hakni (City) Gnome and [[Wild Gnome]] - after thousands of years of hardship. You should make sure to read the wiki-entires if you are interested in any of these races. For reasons made clear in the entry on [[Sidhe]], half-elves are entirely non-existent and may &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be played as PCs. &lt;br /&gt;
&lt;br /&gt;
Similarly, as a predominantly Western-European themed society, Monks as the 3.5e class do not exist in any meaningful way. Likewise, due to the particulars of elven withdrawal and isolationism, as well as the specifics of elven bloodline-purity obsession, half-elves are not encountered and cannot be played as PCs.&lt;br /&gt;
&lt;br /&gt;
[[Psionics]] do exist, but due to the extreme efforts required to achieve mastery, as well as several millenia of active persecution of Psionics during the era of the [[Demi-Pantheon]], Psions of are stripes still virtually unheard of among most of the mainland, while they are merely very rare among Gnomes. However, overall knowledge and training in Psionics has grown slowly but appreciably in the 1,400 years since active persecution ceased, and although few have the talent, background, and training to excel as Psions, Psyhic Warriors (and to a lesser degree, Soulknives) are not unheard of among all the goodly races, and in many ways the traditional storyline and game mechanics role of the Monk class is played by Psychic Warriors on the mainland.   &lt;br /&gt;
&lt;br /&gt;
Character creation is on the point buy system featured in the DMG, usually between 28-30 points. Unless otherwise arranged, characters start at level two (although MeFight team Alpha started at one) with maximum hit points. For each earned level past character creation, hit points are not rolled randomly, rather each level automatically gains one less than maximum hit dice for the chosen class. (MAX-1, as it is often shorthanded) As always, check with your DM for character generation rules, as they may differ from campaign to campaign.&lt;br /&gt;
&lt;br /&gt;
=== Play Quirks ===&lt;br /&gt;
&lt;br /&gt;
In general, a coterie of all-mighty and benevolent GMs reign in their individual campaigns, guided by the velvety iron glove of the primary worldmaster, [[detarame]]. Most games are run in a fairly anti-Monty-Haul and potentially deadly style. With exceptions mostly limited to Alexandria herself, resurrection is virtually nonexistent, and death, when it occurs, can be considered permanent (with the usual unsettling [[Swift Zombies|exceptions]]). While some powerful magicks and psionics exist that can revive the dead if applied quickly enough, no body dead more than 24 hours may be raised under any circumstances, not even a &amp;lt;i&amp;gt;wish&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;miracle&amp;lt;/i&amp;gt; spell. Any spells that revive the dead (Raise Dead, Resurrection, etc.) are stricken from their respective spell lists. However, the Psionic Revivify power works as functions, although the hard 24 hour rule still applies. Additionally, no power that contacts the dead may be used on any corpse that has been dead for longer than 24 hours, up to and including &amp;lt;i&amp;gt;wish&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;miracle&amp;lt;/i&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, [[detarame]] disavows treasure tables and creates rewards and loot tables specific to the players, the campaign, and the scenario at hand. Additionally, combats are almost always between APL-1 to APL+5, meaning &amp;quot;routine&amp;quot; encounters are not part of the average adventurer&#039;s lifestyle. The overall result is that every combat is potentially lethal, and experience is accrued far faster than treasure. Gold is always in short supply, and players generally must excel on the strengths of their character rather than their bank accounts. However, while treasure in general is found far less often, treasure that &#039;&#039;&#039;is&#039;&#039;&#039; found tends to be of higher quality than in other settings. Adventurers here do not survive by pawning sacks of useless +1 gear, they make their way in the world by relying on the kindness of those they have helped. Oh, and gems. &lt;br /&gt;
&lt;br /&gt;
After all, adventuring is how Alexandria herself got started.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9118</id>
		<title>New Player Background</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9118"/>
		<updated>2011-04-28T15:55:34Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Altered Mechanics &amp;amp; Character Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;&amp;gt;The Newfish Guide to the Alexandrian World&amp;lt;&#039;&#039;&#039;==&lt;br /&gt;
(Special thanks to [[user:slitherrr|Slitherrr]], who helped a lot putting this together.)&lt;br /&gt;
&lt;br /&gt;
=== Welcome to the Mainland! ===&lt;br /&gt;
&lt;br /&gt;
The majority of the interaction on this world takes place on a continental mass known rather vaguely as the [http://www.memphisgamers.com/img/mainland.jpg Mainland] (Fresia is not completely mapped). It is a diverse continent existing mostly South of the Equator, going (from North to South) from highly civilized mercantile states in long-settled lands to an enormous expanse of mostly unexplored barbarian territory, with setting and technology that most resembles the usual strange D&amp;amp;D hybrid of late Medieval and early Renaissance technologies and social norms. By and large, most political entities have been stable for the 1,400 years since Alexandria&#039;s triumph over the Dark Fiend. However, many - if not most - nationalities and political units are far older, dating back to the collapse of the Ubrekti Empire (see this [[timeline of major events]] for a detailed look at the history of the Mainland).&lt;br /&gt;
&lt;br /&gt;
Each of these states is extremely ancient and highly nationalistic, having developed unique [[languages]], to say nothing of unique quirks of character, eccentric worldviews, and specific cultural norms. In the case of the various human nations, most trace their history to the [[Ubrekti Empire]], whose domination of most of the known world for a period of roughly two thousand years. (Roughly five to three thousand years ago for the Empire at its glory: from the last conquest to the first succession.) In some places, particularly in the history of [[Gildenhome]] and [[New Hakan]], and among nationless Halflings, the scars and effects of occupation and conquest are still visible. Although the sins of this empire are many - the aforementioned expatriation of the classical Gnomes and the utter eradication of classical Halfling culture - its also served as a conduit to spread a generally unified and codified system of property laws, a respect for learning and education, and a system of writing. It should come as no surprise, then, that the Ubrekt language remains the &#039;&#039;de facto&#039;&#039; international language for education, law, and diplomacy between states. As mentioned above, most of the modern nations of the mainland - [[Odessa]], [[Hakan]], [[Flannary]], [[Celstia]], and [[Fresia]] - exist as a direct result of the empire&#039;s slow decline.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
(This section covers only the &#039;&#039;&#039;current&#039;&#039;&#039; religion. The setting has seen no less than three changes in supreme divinity. (See: [[The Ages of History]] for more)&lt;br /&gt;
 &lt;br /&gt;
By and large, the worship of Alexandria is universal among the so-called [[Goodly Races]], although the [[Sidhe]] (Elves) might be an exception to this rule. (Metagame: They are.) Despite the numerous cultural and linguistic differences, the one steadfast commonality of the continent is [[Alexandrianism]], a monotheistic faith centered upon the dramatic intervention of its eponymous mortal-turned-deity into the world&#039;s affairs roughly a millennium and a half ago. As Alexandria&#039;s power and existence are a matter of known fact rather than blind faith, all of the [[Goodly Races]] venerate her to one degree or another. However, the particulars of that veneration are in no way universal, and the people are in no way united in their beliefs. In the decades after her [[Martyrdom]] and Ascension, competing theologies developed, each aggressively promoted  by one of her mortal followers (the [[First Stand]]). Within a couple of centuries, three distinct and organized strains of Alexandrianism had developed.&lt;br /&gt;
&lt;br /&gt;
*[[Alexandrian Orthodoxy]] : Most of her followers went on to develop a highly centralized and hierarchical supra-national church under the direction of [[Steros Merroand]] and [[Mythrian Arabelle]], and this has since to become the largest faith in the mainland.&lt;br /&gt;
*[[Peteran Heresy]] : A highly ethnocentric take on the Alexandrian narrative, informed by the writings of [[Sayid ibn Maimun]] and practiced by the people of the [[Peteran Empire]]&lt;br /&gt;
*[[Zupanism]] : Spread by Sayid&#039;s adopted son and designated heir, [[Mikos Lygit]], after he was forced into exile among the [[Ulan]]. The most decentralized of all the Alexandrian faiths, many sages suggest that Zupanism should be understood best as an umbrella term for a family of rituals, traditions, and beliefs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Servitor Races]] have their own religious beliefs and traditions, which no one has ever asked them about, and which would strain credulity at any rate.&lt;br /&gt;
&lt;br /&gt;
=== Altered Mechanics &amp;amp; Character Generation ===&lt;br /&gt;
&lt;br /&gt;
Mechanically, the world is played in fairly straight d20 Dungeons and Dragons 3.5e, as depicted in the [http://d20srd.org d20 SRD], with extra [[:Category:Prestige Classes|prestige classes]], [[:Category:Feats|feats]], and other rules either created or pulled liberally from other works. [[language|Languages]] play a slightly more prominent role than in other settings, but the work-a-day life of an adventure is much the same here as elsewhere.&lt;br /&gt;
&lt;br /&gt;
There are some caveats, though, particularly in the composition of races and character creation. Dwarves, although still fond of underground living, are more vigorous, dynamic, and outward looking and interventionist than in other settings, though no less curmudgeonly for it. [[Elves]], for all intents and purposes, are nonexistent on the mainland, although they are available for play as PCs with some background restrictions. The most dramatically changed are the [[Gnomes]], who have developed into two recognizable sub-branches - Hakni (City) Gnome and [[Wild Gnome]] - after thousands of years of hardship. You should make sure to read the wiki-entires if you are interested in any of these races. For reasons made clear in the entry on [[Sidhe]], half-elves are entirely non-existent and may &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; be played as PCs. &lt;br /&gt;
&lt;br /&gt;
Similarly, as a predominantly Western-European themed society, Monks as the 3.5e class do not exist in any meaningful way. Likewise, due to the particulars of elven withdrawal and isolationism, as well as the specifics of elven bloodline-purity obsession, half-elves are not encountered and cannot be played as PCs.&lt;br /&gt;
&lt;br /&gt;
Character creation is on the point buy system featured in the DMG. Unless otherwise arranged, characters start at level two (although MeFight team Alpha started at one) with maximum hit points. For each earned level past character creation, hit points are not rolled randomly, rather each level automatically gains one less than maximum hit dice for the chosen class. (MAX-1, as it is often shorthanded)&lt;br /&gt;
&lt;br /&gt;
=== Play Quirks ===&lt;br /&gt;
&lt;br /&gt;
In general, the all-mighty and benevolent [[User:Detarame|GM]] reigns in a fairly anti-Monty-Haul and potentially deadly style. With exceptions mostly limited to Alexandria herself, resurrection is nonexistent, and death, when it occurs, can be considered permanent (with the usual unsettling [[Swift Zombies|exceptions]]). Generally speaking, the GM disavows treasure tables and creates rewards and loot tables specific to the players, the campaign, and the scenario at hand. Additionally, combats are almost always between APL-1 to APL+5, meaning &amp;quot;routine&amp;quot; encounters are not part of the average adventurer&#039;s lifestyle. The overall result is that every combat is potentially lethal, and experience is accrued far faster than treasure. Gold is always in short supply, and players generally must excel on the strengths of their character rather than their bank accounts. However, while treasure in general is found far less often, treasure that &#039;&#039;&#039;is&#039;&#039;&#039; found tends to be of higher quality than in other settings. Adventurers here do not survive by pawning sacks of useless +1 gear, they make their way in the world by relying on the kindness of those they have helped. &lt;br /&gt;
&lt;br /&gt;
After all, adventuring is how Alexandria herself got started.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9117</id>
		<title>New Player Background</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9117"/>
		<updated>2011-04-28T15:53:17Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;&amp;gt;The Newfish Guide to the Alexandrian World&amp;lt;&#039;&#039;&#039;==&lt;br /&gt;
(Special thanks to [[user:slitherrr|Slitherrr]], who helped a lot putting this together.)&lt;br /&gt;
&lt;br /&gt;
=== Welcome to the Mainland! ===&lt;br /&gt;
&lt;br /&gt;
The majority of the interaction on this world takes place on a continental mass known rather vaguely as the [http://www.memphisgamers.com/img/mainland.jpg Mainland] (Fresia is not completely mapped). It is a diverse continent existing mostly South of the Equator, going (from North to South) from highly civilized mercantile states in long-settled lands to an enormous expanse of mostly unexplored barbarian territory, with setting and technology that most resembles the usual strange D&amp;amp;D hybrid of late Medieval and early Renaissance technologies and social norms. By and large, most political entities have been stable for the 1,400 years since Alexandria&#039;s triumph over the Dark Fiend. However, many - if not most - nationalities and political units are far older, dating back to the collapse of the Ubrekti Empire (see this [[timeline of major events]] for a detailed look at the history of the Mainland).&lt;br /&gt;
&lt;br /&gt;
Each of these states is extremely ancient and highly nationalistic, having developed unique [[languages]], to say nothing of unique quirks of character, eccentric worldviews, and specific cultural norms. In the case of the various human nations, most trace their history to the [[Ubrekti Empire]], whose domination of most of the known world for a period of roughly two thousand years. (Roughly five to three thousand years ago for the Empire at its glory: from the last conquest to the first succession.) In some places, particularly in the history of [[Gildenhome]] and [[New Hakan]], and among nationless Halflings, the scars and effects of occupation and conquest are still visible. Although the sins of this empire are many - the aforementioned expatriation of the classical Gnomes and the utter eradication of classical Halfling culture - its also served as a conduit to spread a generally unified and codified system of property laws, a respect for learning and education, and a system of writing. It should come as no surprise, then, that the Ubrekt language remains the &#039;&#039;de facto&#039;&#039; international language for education, law, and diplomacy between states. As mentioned above, most of the modern nations of the mainland - [[Odessa]], [[Hakan]], [[Flannary]], [[Celstia]], and [[Fresia]] - exist as a direct result of the empire&#039;s slow decline.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
(This section covers only the &#039;&#039;&#039;current&#039;&#039;&#039; religion. The setting has seen no less than three changes in supreme divinity. (See: [[The Ages of History]] for more)&lt;br /&gt;
 &lt;br /&gt;
By and large, the worship of Alexandria is universal among the so-called [[Goodly Races]], although the [[Sidhe]] (Elves) might be an exception to this rule. (Metagame: They are.) Despite the numerous cultural and linguistic differences, the one steadfast commonality of the continent is [[Alexandrianism]], a monotheistic faith centered upon the dramatic intervention of its eponymous mortal-turned-deity into the world&#039;s affairs roughly a millennium and a half ago. As Alexandria&#039;s power and existence are a matter of known fact rather than blind faith, all of the [[Goodly Races]] venerate her to one degree or another. However, the particulars of that veneration are in no way universal, and the people are in no way united in their beliefs. In the decades after her [[Martyrdom]] and Ascension, competing theologies developed, each aggressively promoted  by one of her mortal followers (the [[First Stand]]). Within a couple of centuries, three distinct and organized strains of Alexandrianism had developed.&lt;br /&gt;
&lt;br /&gt;
*[[Alexandrian Orthodoxy]] : Most of her followers went on to develop a highly centralized and hierarchical supra-national church under the direction of [[Steros Merroand]] and [[Mythrian Arabelle]], and this has since to become the largest faith in the mainland.&lt;br /&gt;
*[[Peteran Heresy]] : A highly ethnocentric take on the Alexandrian narrative, informed by the writings of [[Sayid ibn Maimun]] and practiced by the people of the [[Peteran Empire]]&lt;br /&gt;
*[[Zupanism]] : Spread by Sayid&#039;s adopted son and designated heir, [[Mikos Lygit]], after he was forced into exile among the [[Ulan]]. The most decentralized of all the Alexandrian faiths, many sages suggest that Zupanism should be understood best as an umbrella term for a family of rituals, traditions, and beliefs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Servitor Races]] have their own religious beliefs and traditions, which no one has ever asked them about, and which would strain credulity at any rate.&lt;br /&gt;
&lt;br /&gt;
=== Altered Mechanics &amp;amp; Character Generation ===&lt;br /&gt;
&lt;br /&gt;
Mechanically, the world is played in fairly straight d20 Dungeons and Dragons 3.5e, as depicted in the [http://d20srd.org d20 SRD], with extra [[:Category:Prestige Classes|prestige classes]], [[:Category:Feats|feats]], and other rules either created or pulled liberally from other works. [[language|Languages]] play a slightly more prominent role than in other settings, but the work-a-day life of an adventure is much the same here as elsewhere.&lt;br /&gt;
&lt;br /&gt;
There are some caveats, though, particularly in the composition of races and character creation. Dwarves, although still fond of underground living, are more vigorous, dynamic, and outward looking and interventionist than in other settings, though no less curmudgeonly for it. [[Elves]], for all intents and purposes, are nonexistent on the mainland, although they are available for play as PCs with some background restrictions. The most dramatically changed are the [[Gnomes]], who have developed into two recognizable sub-branches - Hakni (City) Gnome and [[Wild Gnome]] - after thousands of years of hardship. You should make sure to read the wiki-entires if you are interested in any of these races. &lt;br /&gt;
&lt;br /&gt;
Similarly, as a predominantly Western-European themed society, Monks as the 3.5e class do not exist in any meaningful way. Likewise, due to the particulars of elven withdrawal and isolationism, as well as the specifics of elven bloodline-purity obsession, half-elves are not encountered and cannot be played as PCs.&lt;br /&gt;
&lt;br /&gt;
Character creation is on the point buy system featured in the DMG. Unless otherwise arranged, characters start at level two (although MeFight team Alpha started at one) with maximum hit points. For each earned level past character creation, hit points are not rolled randomly, rather each level automatically gains one less than maximum hit dice for the chosen class. (MAX-1, as it is often shorthanded)&lt;br /&gt;
&lt;br /&gt;
=== Play Quirks ===&lt;br /&gt;
&lt;br /&gt;
In general, the all-mighty and benevolent [[User:Detarame|GM]] reigns in a fairly anti-Monty-Haul and potentially deadly style. With exceptions mostly limited to Alexandria herself, resurrection is nonexistent, and death, when it occurs, can be considered permanent (with the usual unsettling [[Swift Zombies|exceptions]]). Generally speaking, the GM disavows treasure tables and creates rewards and loot tables specific to the players, the campaign, and the scenario at hand. Additionally, combats are almost always between APL-1 to APL+5, meaning &amp;quot;routine&amp;quot; encounters are not part of the average adventurer&#039;s lifestyle. The overall result is that every combat is potentially lethal, and experience is accrued far faster than treasure. Gold is always in short supply, and players generally must excel on the strengths of their character rather than their bank accounts. However, while treasure in general is found far less often, treasure that &#039;&#039;&#039;is&#039;&#039;&#039; found tends to be of higher quality than in other settings. Adventurers here do not survive by pawning sacks of useless +1 gear, they make their way in the world by relying on the kindness of those they have helped. &lt;br /&gt;
&lt;br /&gt;
After all, adventuring is how Alexandria herself got started.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Book%27s_Character_Sheet&amp;diff=9112</id>
		<title>Book&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Book%27s_Character_Sheet&amp;diff=9112"/>
		<updated>2011-04-28T15:40:28Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Psionics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Professional]] 1 / Psion[http://www.d20srd.org/srd/psionic/classes/psion.htm] (Telepath) 1&lt;br /&gt;
{{statsbox|?.JPG|2|[[Gnome]]|Professional 1&amp;lt;BR&amp;gt;Psion (Telepath) 1|None|None|Somewhere, Hakan}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 6  (-2)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 12 (+1) &lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 12 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 20 (+5) &lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 8  (-1) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 18 = 9 (Prof) + 5 (Psion) + 4 (Psionic Body)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class |||| 12 |||| +1 dex bonus, +1 size bonus &lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus |||| +0&lt;br /&gt;
|-&lt;br /&gt;
|Initiative |||| +1&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed |||| 20 ft.&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save |||| +1 |||| +0 Base, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex |||| +3 |||| +2 Prof, +1 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save |||| +6 |||| +2 Prof, +2 Psion, +2 stat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Lvl 1: Psionic Body (+2 HP per Psionic Feat) &amp;lt;small&amp;gt;First level feat not taken until second level.&amp;lt;/small&amp;gt;&lt;br /&gt;
*Prof 1: Cross-Class Learning (Autohypnosis &amp;amp; Concentration) &lt;br /&gt;
*Psion 1: Overchannel [http://www.dandwiki.com/wiki/SRD:Overchannel]&lt;br /&gt;
&lt;br /&gt;
===Class Feats===&lt;br /&gt;
*Proficiency (Weapon): Simple, Martial&lt;br /&gt;
*Proficiency (Armor): Light, Medium&lt;br /&gt;
&lt;br /&gt;
===Race Abilities===&lt;br /&gt;
*Low Light Vision&lt;br /&gt;
*No Detect Magic (CHR too low)&lt;br /&gt;
*May use UMD Untrained&lt;br /&gt;
*+2 Saves vs. Illusion&lt;br /&gt;
*+1 to UMD Checks&lt;br /&gt;
*+2 on Listen Checks&lt;br /&gt;
*Size: Small (+1 to AC, +1 to Hit, lower damage dice)&lt;br /&gt;
*+4 AC vs. Giant-type Creatures&lt;br /&gt;
*+1 to Hit vs. Humans&lt;br /&gt;
*Treats &amp;quot;Gnomish Hook Hammer&amp;quot; as Martial Weapon&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
*Celesti&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Flannari&lt;br /&gt;
*Fresian&lt;br /&gt;
*Gnomish&lt;br /&gt;
*Odessan&lt;br /&gt;
*Old Petaran&lt;br /&gt;
*Old Ubrekti&lt;br /&gt;
*Petaran&lt;br /&gt;
*Ubrekti&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Autohypnosis[http://www.d20srd.org/srd/psionic/skills/autohypnosis.htm]: 5 Ranks (S)&lt;br /&gt;
*Concentration: 5 Ranks&lt;br /&gt;
*Decipher Script: 5 Ranks&lt;br /&gt;
*Heal: 4 Ranks&lt;br /&gt;
*Knowledge (Arcana): 2 Ranks&lt;br /&gt;
*Knowledge (Architecture &amp;amp; Engineering): 2 Ranks&lt;br /&gt;
*Knowledge (Dungeoneering): 2 Ranks&lt;br /&gt;
*Knowledge (Geography): 2 Ranks&lt;br /&gt;
*Knowledge (History): 2 Ranks&lt;br /&gt;
*Knowledge (Local-The Pinch): 2 Ranks&lt;br /&gt;
*Knowledge (Nature): 2 Ranks&lt;br /&gt;
*Knowledge (Nobility): 2 Ranks&lt;br /&gt;
*Knowledge (Psionics): 3 Ranks (S)&lt;br /&gt;
*Knowledge (Religion): 2 Ranks&lt;br /&gt;
*Knowledge (The Planes): 2 Ranks&lt;br /&gt;
*Psicraft: 5 Ranks&lt;br /&gt;
*Speak Language: 4 ranks&lt;br /&gt;
*Use Magic Device: 0 Ranks (May Used Untrained, +1 Bonus) (S for Scrolls!)&lt;br /&gt;
&lt;br /&gt;
S = Synergized!&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
*&#039;&#039;&#039;PSPs: 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. To manifest a power without any display (no matter how many displays it might have), a manifester must make a Concentration check (DC 15 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Level 1 Powers (DC 16)===&lt;br /&gt;
*Mindlink [http://www.d20srd.org/srd/psionic/powers/mindlink.htm]&lt;br /&gt;
*Call to Mind [http://www.d20srd.org/srd/psionic/powers/calltoMind.htm]&lt;br /&gt;
*Mind Thrust [http://www.d20srd.org/srd/psionic/powers/mindThrust.htm]&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Book&#039;s Bag===&lt;br /&gt;
*Bag of Tricks, Gray [http://www.dandwiki.com/wiki/SRD:Bag_of_Tricks]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Classes&amp;diff=9107</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Classes&amp;diff=9107"/>
		<updated>2011-04-28T15:25:38Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most standard 3.5e classes exist unchanged in this environment. [[Barbarians]], [[Bards]], [[Druids]], [[Fighters]], [[Rangers]], [[Rogues]], [[Sorcerers]], and [[Wizards]] all exist relatively unchanged. There is no known training for [[Monks]] in the current Known World. &lt;br /&gt;
&lt;br /&gt;
[[Paladins]] must belong to one of the [[Holy Militants]], and [[Clerics]] all must subscribe to [[Alexandrian Church|Alexandrian Orthodoxy]], and be ordained by an [[List of Episcopacies|accepted episcopacy]], either [[Regional Episcopacy|regional]] or [[Manifest Episcopacy|manifest]]. The vastness of the church further allows specialist cleric styles to grow, such as the [[Arcane Disciple]], the [[Crusader Cleric]], and the [[Evangelist]]. Further, while [[Favored Soul]]s are rare on the Mainland, they are the primary divine casters in [[Petera]] and the [[Ulan]].&lt;br /&gt;
&lt;br /&gt;
The entrenched social structure and relative political stability of this world allow for a new base class, the [[Professional]], to flourish. Perceptive and skilled, this is a variant of the rogue class focuses on leadership and expertise, though has a small number of rogue defensive mechanics.&lt;br /&gt;
&lt;br /&gt;
Also, while it is true that sometimes members of various [[cults]] and [[heresies|Alexandrian Heresies]] have clerical abilities, they are due to remnants of the [[Outsider Lord&#039;s|Outsider Lord]] power. As such, they are unsuited to [[player characters]].&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Dadtim_the_Elder&amp;diff=5039</id>
		<title>Dadtim the Elder</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Dadtim_the_Elder&amp;diff=5039"/>
		<updated>2010-04-23T18:50:25Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A curious traveling companion, and nominal friend, to many of the [[First Stand]], and, as would be learned during their travels, the actual estranged father to [[Dadtim the Younger]]. He was a stubborn, unpleasant, gruff, and anti-social figure who made little effort to integrate himself with the Stand. He is mentioned only occasionally mentioned in the [[testimonials]], most likely because of his unpleasant personality and stormy relationship with his cherished son, whom he eventually abandoned entirely. &lt;br /&gt;
&lt;br /&gt;
==Game Notes==&lt;br /&gt;
* Curtis&#039; Dwarven fighter&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=4909</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=4909"/>
		<updated>2010-04-16T12:56:03Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Achievements===&lt;br /&gt;
&lt;br /&gt;
Key:&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;MeFight Team Alpha&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Wydmoor All-Stars&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The GM&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| 1-800-222-1222 || Suffer the ill effects of poison on two different occasions in the same game session || Yes || 25xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt Allen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Actors Anonymous || Win role-playing award two games in a row. || Yes || 200xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| American Express || Charge 5 enemies in a single session. || Yes || 10 xp || Mattie || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Animal Shelter || Save a group of five or more animals at one time. || Yes || 100xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| All Dressed Up And Nowhere To Go || Spend at least 20 minutes creating a disguise that is never used, or is used improperly || Yes || 5 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bartender || Create 3 magical potions for three different players || Yes || 30xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Brinksmanship || Recover from -9 hit points. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| Cat Napper || Be rendered involuntarily unconscious twice in a single session. || Yes || 50xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Char Broiled || Suffer 35 points of fire damage in a single round. || Yes || 20 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Charades || Successfully communicate a message with the bluff (innuendo) check. || Yes || 5xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Charity Begins at Home || Give away a magic item worth at least 3,500 gp (to a non-PC). || Yes || 35xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Chime and Punishment || Ring a church bell without authorization, and suffer some consequence || Yes || 5 xp || Slitherrr || &lt;br /&gt;
|-&lt;br /&gt;
| Civic Pride || Become a government offical || Yes || 250xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Clean Up on Aisle 3 || Do maximum damage with a critical hit. || Yes || 10 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Collecting Cobwebs || Neglect the use of an ability for an entire level || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Come on, it&#039;ll be fun! || Convince a party member to do something contrary to their normal alignment || No || || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| Convert the Heathen || Get someone to worship something they originally were at best indifferent about. || Yes || 50xp || Trav ||&lt;br /&gt;
|-&lt;br /&gt;
| Could be Handy, Someday || Use a character trait or non-typical skill (e.g. basket weaving) in a way that significantly helps the party || No || || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;D B&amp;amp;E || Take at least 1000 gold pieces worth of items from someone&#039;s house. || Yes || 50xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dead Ugly || Deliver the killing blow to an ogre. || Yes || 15xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Dr. Spock&#039;s Backup Band || Kill a group of at least five giants. || Yes || 20xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Easy Come, Easy Go || Suffer the loss, disenchantment, or destruction of a magic item worth at least 1500 gold. || Yes || 150 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Elementary, My Dear Watson || Destroy a elemental of all four basic elemental types. || Yes || 40xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Family First || Rescue a close family member from dire circumstance or immediate danger. || Yes || 50 xp || Slitherrr || &lt;br /&gt;
|-&lt;br /&gt;
| Financial Ruin || Lose all your worldly possessions. || Yes || 30xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Gnome News is Good News || Kill a gnome. || Yes || 5xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Haters Gonna Hate || Kill 50 of your favored enemy. || Yes || 50 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Hearts and Crafts || Create a magical item worth at least 500 gold pieces || Yes || 50xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Heroic Internship || Acquire a human or humanoid follower for at least three game sessions. || Yes || 25 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Hey, Over Here! || Kill an opponent while in total darkness or suffering from blindness. || Yes || 5xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| History Will Judge || Use game notes or wiki text to remind the GM of something forgotten || Yes || 25xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Holier Than Thou || Tithe to a church at least once a month for an entire in game year. || Yes || 120xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Holly, Eleven Inches, Phoenix Feather || Craft a wand. || Yes || 50xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Holy Antibodies || Resist disease using Paladin&#039;s immunity to disease, or have a magical disease cured on yourself by another. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Trav, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Homicide || Kill a human. || Yes || 5 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Ice To An Eskimo || Diplomacy check your way from a hostile to friendly reaction level from an NPC. || Yes || 45 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| I&#039;d Like a Dozen Munchkins || Instruct a party member on how to better use or increase a stat, skill, or ability without their disapproval || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| IMPOTENT RAGE || Enter a rage that results in no hits in melee. || Yes || 25 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Insomnia || Go a two weeks without a full night&#039;s rest. || Yes || 140xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Iron Stomach || Survive eating something not meant to be eaten. || Yes || 15 xp || Slitherrr || &lt;br /&gt;
|-&lt;br /&gt;
| Jacket Weather || Suffer 35 points of cold damage in a single round. || Yes || 20 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Learning To Fly || Suffer maximum-dice falling damage. || Yes || 35 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Leave No Bone Unturned || Turn 5+ skeletons in a single turn attempt || Yes || 15 xp || Mattie || &lt;br /&gt;
|-&lt;br /&gt;
| Line Leader || Get top initiative roll in three consecutive combats. || Yes || 20 xp || Mattie || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjackal || Chop down 10 trees. || Yes || 30xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Mistaken for Deer || Unintentionally inflict damage upon a teammate with something other than an area affect spell || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Morituri te Salutamus || Defeat a creature or NPC at least equal to your level in single combat. || Yes || 10% bonus || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ninjastic || Kill an enemy without them ever knowing you were there. || Yes || 15xp || Mattie ||&lt;br /&gt;
|- &lt;br /&gt;
| No Orc Left Untouched || Kill 20 orcs. || Yes || 20 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothling || Kill a halfling. || Yes || 5 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Odessan Dream || Buy a house. || Yes || 200 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Overachievement|| Have 30 achievements approved by the GM. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Overachiever, and proud of it. || Make 5 or more rolls against your worst stat in one game, and succeed at all of them. || Yes || 50 xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Papers, Please? || Obtain a license, writ, citation, or diploma. || Yes || 15 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Attendence || Witness the absence of every other player from at least one game, without missing a game yourself. || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Pity Party || Subdue, but do not kill, all of your opponents in a single encounter against more than one adversary. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Helen, Sarah, Daniel, Trav, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Prison Break || Escape from a dungeon, jail, prison, stockade, or similar pickle. || Yes || 25 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Pun Hit Wonder || Make a particularly good/terrible pun. || Yes || 10xp || Mattie  || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Ratachat Chat || Talk to a rodent for more than fifteen minutes. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Trav&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Regicide || Kill a king, queen, princess, or prince. || Yes || 250xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Run &amp;amp; Hide || Successfully escape from a creature with hit dice equal to twice your level. || Yes || 5% of creature || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Soothe the Savage || Befriend a group of four or more animals that would normally try to kill you or your party. || Yes || 40xp || Mattie || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Tapped Out || Use your entire daily allotment of spells in a single encounter. || Yes || 50xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| That&#039;s What Your Wife Said || Unintentionally provoke an NPC to a negative reaction through poor role-playing or a botched roll || Yes || 10 xp || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| The Guard Said WHAT || Make more than 5 typos in a row where you say something in character that you should have said OOC. || Yes || Embarassment || Matt Allen || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Matt Jones&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These Are Not The Druids You Are Looking For. || Charm a humanoid enemy. || Yes || 15xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| These Go to -11 || Die. || Yes || Condolences || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Jason&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thiefdom || Pickpocket or steal two things in a single game session without being noticed/caught. || Yes || 10xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Time for Plan B || Construct an elaborate course of action, plan, or trap which catastrophically fails due to a botched roll || Yes || 25 xp || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| Two Birds || Kill exactly two enemies with the same spell or attack roll. || Yes || 20xp || Mattie || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Under The Table || Win a drinking contest. || Yes || 10xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| UU || Counter a spell. || Yes || 25 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Wealth Redistribution || Rich become less rich, poor become less poor.  All for everyone&#039;s own good. || Yes || 25xp || Trav ||&lt;br /&gt;
|-&lt;br /&gt;
| With Friends Like These || Damage an ally into unconsciousness. || Yes || 35 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| -6 Feet Tall || Kill a dwarf. || Yes || 5 xp || Mattie || &lt;br /&gt;
|-&lt;br /&gt;
| WikiWizard || Create 50 non-stub articles for the source wiki. || Yes || 250xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WikiWonder || Create 20 non-stub articles for the source wiki. || Yes || 100xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Would You Like Syphillis With That? || Engage in sexual relations, in-game || Yes || 50 xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Kimika&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| X || Gain 10 Achievements || Yes || 1000 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| XXV || Gain 25 Achievements || Yes || 2000 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| L || Gain 50 Achievements || Yes || 4000 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Midwife Crisis || Save a baby from eminent harm || Yes || 50 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| StubHub || Create 50 stub articles. || Yes || 200 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Bloodthirsty Bastard || Gain Achievements : Dead Ugly, Dr. Spock&#039;s Backup Band, Gnome News is Good News, Homicide, No Orc Left Untouched, Nothling, -6 Feet Tall || Yes || +1 bonus to hit in combat. || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Albatross Necklace || Gain Achievements : Char Broiled; Jacket Weather; Lightning Rod; Acid Trip || Yes || Gain Elemental (Acid, Fire, Cold, Electricity) Resistance/1 || Matt Jones &lt;br /&gt;
|-&lt;br /&gt;
| Teacher&#039;s Pet || Gain Achievements : WikiWizard, WikiWonder, StubHub || Yes || Gain one level. || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Lightning Rod || Suffer 25 points of lightning damage from a single attack. || Yes || 50xp. || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Acid Trip || Suffer 20 points of acid damage from a single attack || Yes || 40xp. || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Better Lucky Than Good || Gain Achievements : Lightning Rod, Brinksmanship, Cat Napper, Clean Up on Aisle 3, Learning to Fly || Yes || Gain +2 to 1 stat, or +1 to 2 stats. || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| The Rabbit&#039;s Luck || Gain Achievements : Easy Come, Easy Go; Time For Plan B; Brinksmanship || Yes || +1 on saves. || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Hogwart&#039;s Diploma || Gain Achievements : UU, Tapped Out, Two Birds AS WELL AS Holly, Eleven Inches, Phoenix Feather; OR Bartender || Yes || +1 on Spell DCs. || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| ? || ? || No || ? || Matt Jones || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Proposed Achievements===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Saddle Sores || Spend three months of a journey on horseback || PENDING || || Slitherrr || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Customs Tax || Be forced to leave behind an item of value during a border crossing || PENDING || || Slitherrr || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Interpreter || Be the only person in the party who speaks a language commonly encountered in the country in which you are all traveling || PENDING || || Slitherrr || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Eat Your Heart Out, Elvis || Cause a party member to get the killing blow on a monster with hit dice at least two greater than the party average with the competence bonus from a bard-song-like ability. || PENDING || || Slitherrr || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Near Miss || Make a successful reflex save against and take no damage from a trap that knocks two or more other people into negative hitpoints. || PENDING || || Slitherrr || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Don&#039;t Be a Hater || Go from the moment you receive one favored enemy bonus to the moment you receive another without killing an enemy of the former type. || PENDING || || Slitherrr || n/a&lt;br /&gt;
|-&lt;br /&gt;
| FCC Intervention || Use a silencing effect to interrupt an enemy in the middle of spellcasting || PENDING || || Slitherrr || n/a&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Grandle_Mag&amp;diff=4829</id>
		<title>Talk:Grandle Mag</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Grandle_Mag&amp;diff=4829"/>
		<updated>2010-04-05T14:21:28Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s the East that Odessa doesn&#039;t control, right? Or they work through the Bog Wraiths on the East, and do nothing in the West? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: On the west coast, which borders odessa, is a city-state culture from way back, and it is there Odessans are maintaining and active occupation, ostensibly to help Alexia work through the refugee problems. For a time they tried to occupy the east, but it was abandoned as a cost saving measure, and it was given over to the bog wraths to control at a fraction of the cost.  Since what goes on the east doesn&#039;t really bother Odessa, they&#039;re fine putting up only token, face saving lawkeeping. -gm&lt;br /&gt;
:: That&#039;s what I figured. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
We met this guy, right? Is he the one that pulled a sword on us? --[[User:Msallen|Msallen]]&lt;br /&gt;
: He didn&#039;t PULL a sword, he HAD a sword - a replica of the lost Hammer of the Eight, sword of Mythrian. But, yeah, he was the guy you met in Alexandria&#039;s City who arranged for you to sneak in and meet the Arch-Warden.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Germain%27s_Character_Sheet&amp;diff=4605</id>
		<title>Germain&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Germain%27s_Character_Sheet&amp;diff=4605"/>
		<updated>2010-03-19T18:05:04Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attributes==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{|&lt;br /&gt;
|Strength||&amp;amp;nbsp;&amp;amp;nbsp;||10&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity||&amp;amp;nbsp;&amp;amp;nbsp;||12&lt;br /&gt;
|-&lt;br /&gt;
|Constitution||&amp;amp;nbsp;&amp;amp;nbsp;||12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence||&amp;amp;nbsp;&amp;amp;nbsp;||14&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom||&amp;amp;nbsp;&amp;amp;nbsp;||14&lt;br /&gt;
|-&lt;br /&gt;
|Charisma||&amp;amp;nbsp;&amp;amp;nbsp;||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||&amp;amp;nbsp;&amp;amp;nbsp;||42||&amp;amp;nbsp;&amp;amp;nbsp;||9 + 9 + 8 + 8 + 8 (?) &amp;lt;-With 12 con, MAX-1 for 8 HD is 8?&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||18||||+3 studded leather, +3 dex bonus (+2 to Dex bonus from insightful defense), +2 [[Barbarian King&#039;s Buckler|shield]]&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||20||||+5 chain mail, +3 dex bonus (+2 to Dex bonus from insightful defense), +2 [[Barbarian King&#039;s Buckler|shield]]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+4||||&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft./20 ft.||||studded leather/chain mail&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+4||||+1 professional 4, +2 ranger 1, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+7||||+4 professional 4, +2 ranger 1, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+6||||+4 professional 4, +2 stat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Investigator (+2 search, +2 gather information)&lt;br /&gt;
*[[Knowledgeable]] (+1 all knowledge skills)&lt;br /&gt;
*Negotiator (+2 diplomacy, +2 sense motive)&lt;br /&gt;
*Persuader (+2 bluff, +2 intimidate)&lt;br /&gt;
&lt;br /&gt;
===Class Feats===&lt;br /&gt;
*Favored Enemy: Human&lt;br /&gt;
*Insightful Defense&lt;br /&gt;
*Proficiency (Armor): Light, Medium&lt;br /&gt;
*Proficiency (Shield): Small, Large&lt;br /&gt;
*Proficiency (Weapon): Simple, Martial&lt;br /&gt;
*Track&lt;br /&gt;
*Uncanny Dodge&lt;br /&gt;
*Wild Empathy&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Flannari&lt;br /&gt;
*Fresian&lt;br /&gt;
*Hakni&lt;br /&gt;
*Ubrekti&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!Skill!!class=unsortable|&amp;amp;nbsp;&amp;amp;nbsp;!!Bonus!!class=unsortable|&amp;amp;nbsp;&amp;amp;nbsp;!!class=unsortable|Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||10||||6 ranks, +2 stat, +2 persuader&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||15||||7 ranks, +2 stat, +2 negotiator, +4 syn (bluff, sm)&lt;br /&gt;
|-&lt;br /&gt;
|Gather Info||||11||||7 ranks, +2 stat, +2 investigator&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||7||||5 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||10||||4 ranks, +2 stat, +2 persuader, +2 syn (bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Alexandria City)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Home)||||8||||4 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Ubrekt City)||||8||||4 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Wydmoor Free City)||||10||||6 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nobility)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Religion)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||8||||6 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6||||3 ranks, +2 syn (ha) +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Search||||9||||5 ranks, +2 stat, +2 investigator&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||12||||8 ranks, +2 stat, +2 negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||8||||6 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Survival||||4||||2 ranks, +2 stat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable Equipment==&lt;br /&gt;
===[[Barbarian King&#039;s Buckler]]===&lt;br /&gt;
* +1 buckler&lt;br /&gt;
* when first struck by a missile weapon in a round, you may make a DC 20 save to block the arrow&lt;br /&gt;
* any arrows passing within 10&#039; the wielder are rerouted to him &lt;br /&gt;
&lt;br /&gt;
===Absolutely Fabulous Earring of Competence===&lt;br /&gt;
* +1 to intelligence skill checks&lt;br /&gt;
* can be activated to cast Fox&#039;s Cunning, but skill bonus is lost for 24 hours&lt;br /&gt;
&lt;br /&gt;
===Ring of Tweets===&lt;br /&gt;
* once per day, may send a 10 word message to [[Edrell Odenthorpe|Edrell]]&lt;br /&gt;
* invisible for 2 rounds, at-will, 2-day&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
Starting Feats: Persuader, Combat Expertise&lt;br /&gt;
&lt;br /&gt;
===Level 1: [[Professional]] 1===&lt;br /&gt;
*Bonus Feat: [[Knowledgeable]]&lt;br /&gt;
*4 Bluff&lt;br /&gt;
*4 Diplomacy&lt;br /&gt;
*4 Gather Info&lt;br /&gt;
*4 Knowledge (Local, Wydmoor) &lt;br /&gt;
*4 Knowledge (Local, Home)&lt;br /&gt;
*2 Knowledge (Local, Ubrekt City)&lt;br /&gt;
*2 Knowledge (Nobility)&lt;br /&gt;
*2 Knowledge (Religion)&lt;br /&gt;
*2 Knowledge (Geography)&lt;br /&gt;
*2 Knowledge (History)&lt;br /&gt;
*4 Listen&lt;br /&gt;
*2 Search&lt;br /&gt;
*4 Sense Motive&lt;br /&gt;
*4 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 2: [[Professional]] 2===&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*2 Intimidate&lt;br /&gt;
*1 Listen&lt;br /&gt;
*2 Ride&lt;br /&gt;
*1 Search&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 3: [[Professional]] 3===&lt;br /&gt;
*Level Feat: Negotiator&lt;br /&gt;
*Bonus Feat: Investigator&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Intimidate&lt;br /&gt;
*1 Knowledge (Local, Wydmoor)&lt;br /&gt;
*1 Listen&lt;br /&gt;
*1 Ride&lt;br /&gt;
*2 Search&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 4: Ranger 1===&lt;br /&gt;
*Level Stat Bonus: Charisma&lt;br /&gt;
*Class Feature: Favored enemy: Human&lt;br /&gt;
*5 Handle Animal&lt;br /&gt;
*2 Knowledge (Nature)&lt;br /&gt;
*2 Survival&lt;br /&gt;
&lt;br /&gt;
===Level 5: [[Professional]] 4===&lt;br /&gt;
*Class Feature: Uncanny Dodge&lt;br /&gt;
*Language: Dwarven&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Intimidate&lt;br /&gt;
*2 Knowledge (Local, Alexandria City)&lt;br /&gt;
*2 Knowledge (Local, Ubrekt City)&lt;br /&gt;
*1 Knowledge (Local, Wydmoor)&lt;br /&gt;
*2 Sense Motive&lt;br /&gt;
&lt;br /&gt;
==Notes for Future Levels==&lt;br /&gt;
&lt;br /&gt;
===Level 6: [[Professional]] 5===&lt;br /&gt;
*Level Feat: Leadership?&lt;br /&gt;
*Bonus Feat: Skill Focus (Diplomacy)&lt;br /&gt;
*2 Diplomacy&lt;br /&gt;
*2 Gather Info&lt;br /&gt;
*2 Knowledge (Local, Other?)&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Listen?&lt;br /&gt;
*1 Search?&lt;br /&gt;
*1 Spot?&lt;br /&gt;
*1 Other?&lt;br /&gt;
&lt;br /&gt;
===Level 7: [[Dragoman]] 1===&lt;br /&gt;
*Class Feature: Silver Tongue&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Listen?&lt;br /&gt;
*1 Spot?&lt;br /&gt;
*6 Other?&lt;br /&gt;
&lt;br /&gt;
===Level 8: [[Dragoman]] 2===&lt;br /&gt;
*Stat Bonus: Charisma&lt;br /&gt;
*Class Feature: Skill Mastery (Sense Motive?)&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Bluff?&lt;br /&gt;
*1 Intimidate?&lt;br /&gt;
*6 Other?&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4591</id>
		<title>Talk:Dragoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4591"/>
		<updated>2010-03-17T17:34:14Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: Wisdom from the Sage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I thought sneak attack was a weird class ability for a diplomat/translator. Here are some other suggestions from the complete adventurer:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Mastery&#039;&#039;&#039; - So confident in the use of certain skills that he can take 10 even stress or distraction would normally present it. This feature is pretty popular, and is usually around 3 skills, although some give much more. I might suggest diplomacy and sense motive, with maybe one of: listen, bluff, intimidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sustaining Presence&#039;&#039;&#039; - Can call upon his force of personality to stay alive in tense or dangerous situations, adding charisma bonus to concentration checks and fortitude saves. Other variants follow this forumula: apply stat bonus to 1 save and 1 skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bardic Lore&#039;&#039;&#039; - Can call upon extensive background knowledge of history and culture gleaned from travel, study, and socializing to recall legends or information regarding various topics. Based on Dragoman level, and stacks with any previous version of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspire Competence&#039;&#039;&#039; - An ally within 30 feet who can see and hear Dragoman get a +2/3 bonus to skill checks using a specific skill. Like a bard ability, but lets the Dragoman strengthen his allies diplomacy skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Bardic Lore is already there! [[User:75.64.111.120|75.64.111.120]] 19:26, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Matt: Does Skill Mastery taking a 10 still require 10 times as long? [[User:75.64.111.120|75.64.111.120]] 19:39, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Taking 10 doesn&#039;t take extra time--its just settling for the average in a low-stress situation. Taking 20 takes 20 times as long as a normal skill check, and assumes you are trying over and over until you roll a 20.&lt;br /&gt;
&lt;br /&gt;
You should add Knowledge (Geography) to the list of class skills. Do hide, move silently, slight of hand, and use rope have a flavor reason for being there? Or are they just there so this class isn&#039;t a complete wash on combat skills? Jump, swim, craft, and profession I know are almost gimmies for all classes, but these others seem a little odd.&lt;br /&gt;
&lt;br /&gt;
--[[User:Msallen|Msallen]] 18:47, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That sounds about right, but they&#039;re not organs of state, so an indivudal dragoman can be honest or rather shady and sly. [[User:Detarame|Detarame]] 19:04, 6 February 2009 (EST)&lt;br /&gt;
* Ahh, good to know! Ok, glad that clears up taking a 10. Hide, Slight of Hand, and Move Silently are very much urban based skills. After all, not ALL Dragomen are upstanding and honest guides, many are frauds and hucksters who use their knowledge of the cities to defraud people. Knowledge Geo was a definite oversight. [[User:96.4.191.21|96.4.191.21]] 13:51, 6 February 2009 (EST)&lt;br /&gt;
* Oh, and as any sailor or boy scout ought to be able to tell you, the ability to tie knots is super useful, like for tying down pack animals and such, but I&#039;ll go ahead and excise it anyway. The snares and such it is commonly associated with don&#039;t make much sense, I agree. [[User:96.4.191.21|96.4.191.21]] 13:52, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Got it. I didn&#039;t really know what a Dragoman was, so I was just going on the wikipedia article that describes it as a translator and mediator. With the huckster bit it makes a lot more sense --[[User:Msallen|Msallen]] 15:04, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Re: The Level 5 abilities, do the targets know if someone attempted to Charm or Confuse them if the Dragoman fails? Also, does it make sense for the DC not to be modified by Will Save, or similarly, should the DC be shifted over to the target and made into a Will Save modified by the pertinent ability? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I read it as a Charm Person spell with the DC and duration specified by the special ability. Which would involve a will save, right? --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Yeah, you&#039;re right, that&#039;s a brain fart on my part. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Is the 1st level ability intentionally untyped? Would it stack with, say, a breastplate of command? --[[User:Msallen|Msallen]]&lt;br /&gt;
:Seems like that would make it pretty dad-gum powerful. Of course, it&#039;s already pretty dad-gum powerful. In fact, as it&#039;s worded, it might make an insane synergy for Sorcerers/Wizards--I&#039;d have to check the Reference, though. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::What sort of synergy bonuses are you thinking? It only applies to skill checks as its worded now... not any sort of class feature like spell DCs, or even animal empathy checks. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::&amp;quot;Grants a +3 on charisma checks and charisma-based skill checks&amp;quot; doesn&#039;t sound like just skills to me. I just don&#039;t know what else uses Charisma that is considered a check--it certainly wouldn&#039;t add to things like base spells, but I&#039;m thinking that there are spell effects that would get a boost from this (not sure, though). Either way, the way it is currently worded very explicitly states that more than just skill checks are affected, but in a non-specific way. Whether or not that is a game-breaking super-synergy situation would take some crawling through docs to determine.&lt;br /&gt;
&lt;br /&gt;
:::Also, just to note, even if it were just skills, Animal Empathy would be included because it &amp;quot;functions just like a Diplomacy check&amp;quot;.&lt;br /&gt;
:::-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::Duh. Shows my attention to detail. I had this chat with GM a while back. I guess the next question is *should* it only be skill checks. Natually, I would be happy to have it apply to my animal empathy checks, but is that broken? Breastplate of command is only skill checks, I believe. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::Oh, also... I read that animal empathy comment as &amp;quot;uses the diplomacy table&amp;quot;, but not that it was considered a skill. If we read it that it does, would that set animal empathy apart from something like Legend Lore (bard/dragoman ability).&lt;br /&gt;
::::: Yeah, I don&#039;t mind it being on animal empathy checks. I&#039;m far more concerned with it being used for UMD checks. -gm&lt;br /&gt;
:::::: That throws another wrench into the works. Dunno when I&#039;ll get some time to crawl through and look for more stuff, but this is worth looking into, OR worth ignoring completely and hoping it never comes up (either one works). -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Are you also OK on it potentially applying to other class features? I don&#039;t have the rules in front of me at work, but wouldn&#039;t it affect the Legend Lore ability, and some others as well? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::: Good point and good question. I&#039;d have to do a case by case basis, but as written it says &amp;quot;skill checks and ability checks,&amp;quot; both of which have pretty delineated definitions in the SRD. Legend Lore, although your ability score factors in, is not an &amp;quot;ability check.&amp;quot; It is a &amp;quot;Legend Lore Check&amp;quot; which = Relevant Stat + Bard (Or Dragoman, or Both, since they would stack for LL). Similarly, even though a cleric&#039;s turning check involves Charisma, it is not a &amp;quot;charisma check.&amp;quot; This game should be called JD&amp;amp;D. -gm&lt;br /&gt;
::::::: Well, I don&#039;t really mind it being universally stacking because it is, quite literally, a completely hopeless class in combat, which is - let&#039;s face it - almost the entire measure of advancement for a class. That&#039;s worth quite a lot of points in my book, almost - maybe - enough to overlook the issues with UMD. I must admit, however, that I love UMD, and I&#039;m almost always inclined in its favor. I don&#039;t think the skills the class boosts are unbalancing enough to a campaign to really fret over. Until it happens, of course, but I&#039;m pretty confident the ceiling on diplomancer in my world is reasonable enough that dragomancer won&#039;t be the straw. If it did get epic too soon, well, then people start treating you like saurmon : kill him before he has a chance to speak. At that point, any budding diplomancer *coughcough* is itching for a reroll anyway. -gm&lt;br /&gt;
:::::::: The one big itch that D&amp;amp;D has never been able to fully scratch is the one that comes from its origins as a tactical minis game. It&#039;s my major beef with the system. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::::: Very, very true, but I do think the 3.5e skills system was kind of a godsend. -gm&lt;br /&gt;
::::::::: Did you want it to be more tactical minis, or less? I assume the former, since its not much of a tactics game. 4e is must more about tactics/minis--you should look at it --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::: I haven&#039;t used diplomacy in combat once! Usually because, if they haven&#039;t heeded my wisdom and avoided the fight, I want them all to end up dead anyways ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
::::::::: heh, also, it takes one minute of conversation to trigger a diplomacy check. That&#039;s ten rounds. Now, while it&#039;s a fair bet that your opponents are going to ignore the guy doing nothing but running his mouth in the middle of a conflict, after ten rounds of combat, it&#039;s is probably decided anyway.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kimika%27s_Character_Sheet&amp;diff=4543</id>
		<title>Kimika&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kimika%27s_Character_Sheet&amp;diff=4543"/>
		<updated>2010-03-15T15:56:48Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Purchased */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleric 5&lt;br /&gt;
{{statsbox|kimika1.jpg|5|Halfling|Cleric|Plate Mail|Darkwood Shortbow, Dire Mithril Flail|Wydmoor}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 9  (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) (+1 is from Enhancement Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 18 (+4)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 17  (+3) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 37&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 21 (+7 from Armor, +2 from Dex, +1 from Shield, +1 from Size) &lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +3&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 20 Feet (15 Feet due to Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +5 (+4 Base, +1 Halfling Luck)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +4 (+1 Base, +2 Stat, +1 Halfling Luck)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +9 (+4 Base, +4 Stat, +1 Halfling Luck)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Odessan&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Old Ubrekti&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*Turn Undead&lt;br /&gt;
*+2 Saves vs. Fear&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
*Weapon Proficiency: Simple&lt;br /&gt;
*Armor Proficiency: Light, Medium, Heavy, Shield&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Extra Turning&lt;br /&gt;
*Brew Potion (3rd)&lt;br /&gt;
*Craft Wand (6th)&lt;br /&gt;
&lt;br /&gt;
===Domains===&lt;br /&gt;
*Knowledge: All knowledge skills are class skills.&lt;br /&gt;
*Magic: Use Wizard Items at 1/2 of Cleric Level&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
*Concentration: 2&lt;br /&gt;
*Craft (Calligraphy): 6&lt;br /&gt;
*Heal : 1&lt;br /&gt;
*Hide: 4&lt;br /&gt;
*Jump: 2&lt;br /&gt;
*Knowledge (Arcana): 4&lt;br /&gt;
*Knowledge (History): 3&lt;br /&gt;
*Knowledge (Religion): 5&lt;br /&gt;
*Spellcraft: 2&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Ladel of Plenty===&lt;br /&gt;
*Can create a thick, bland gruel - enough to feed one person - six times per day.&lt;br /&gt;
*A gift from Edrell.&lt;br /&gt;
&lt;br /&gt;
===Ring of Minor Fire Resistance===&lt;br /&gt;
*DR 5 vs. Fire&lt;br /&gt;
*Not Exactly Sure Where This Was Recovered From.&lt;br /&gt;
&lt;br /&gt;
===Amulet of Divine Channel (Holy Symbol of Alexandria)===&lt;br /&gt;
*Gift from Bethanalay, given to Beth by former matriarch of the landing.&lt;br /&gt;
*Powered by Turn Undead uses.&lt;br /&gt;
**Full Round Action: Turn Evil Outsiders as Undead.&lt;br /&gt;
**Move Action: Replace the range of a healing spell you cast this round with Close.&lt;br /&gt;
**Swift Action: Target creature autostabilizes for the next CHR MOD hours. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go back to [[Kimika]]&#039;s character page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4539</id>
		<title>Quinalin&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4539"/>
		<updated>2010-03-15T15:49:17Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Barbarian King&amp;#039;s Bastardsword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;[[Professional]] 1&amp;lt;/b&amp;gt; / Fighter 5&lt;br /&gt;
{{statsbox|ExampleCharPic.jpg|6|Human|Fighter 4 &amp;lt;BR&amp;gt; Professional 1|Studded Leather (?)|Heavy Flail; [[Barbarian King&#039;s Bastard Sword]]|Clearwyl, Celstia}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) (+1 is from Enhancement Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10  (+0) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 66&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 17 (+4 from Armor, +2 from Dex, +1 from Dodge.) [Has Buckler, Not Equipped]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +5&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +6 (+4 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +5 (+3 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +3 (+3 Base)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Celestian&lt;br /&gt;
*Petaran&lt;br /&gt;
*Dwarven&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===Class===&lt;br /&gt;
*Weapon Proficiency: Simple, Martial&lt;br /&gt;
*Armor Proficiency: Light, Medium, Heavy, Shield, Tower Shield&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Cross-Class Learning (Disable Device, Open Locks)&lt;br /&gt;
*Cleave&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Spring Attack&lt;br /&gt;
*Whirlwind Attack&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
*Appraise: 1&lt;br /&gt;
*Climb: 2&lt;br /&gt;
*Craft (Weaponsmithing): 1&lt;br /&gt;
*Craft (Armorsmithing) : 1&lt;br /&gt;
*Craft (Sculpture) : 3&lt;br /&gt;
*Craft (Trapmaking) : 6 [+2 Synergy Bonus w/ Disable Device]&lt;br /&gt;
*Decipher Script: 2&lt;br /&gt;
*Diplomacy: 2&lt;br /&gt;
*Disable Device: 6&lt;br /&gt;
*Handle Animal: 3&lt;br /&gt;
*Jump: 2&lt;br /&gt;
*Knowledge (Geography): 2&lt;br /&gt;
*Knowledge (History) : 2&lt;br /&gt;
*Knowledge (Local/Celstia) : 2&lt;br /&gt;
*Listen: 2.5&lt;br /&gt;
*Open Lock: 6&lt;br /&gt;
*Ride: 4&lt;br /&gt;
*Search: 1&lt;br /&gt;
*Speak Langauge: 1&lt;br /&gt;
*Spot: 4&lt;br /&gt;
*Swim: 1&lt;br /&gt;
*Tumble: 1&lt;br /&gt;
*Use Rope: 4&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Bracers of Dexterity (+1)===&lt;br /&gt;
*A gift from Captain Odenthrope after a successful mission.&lt;br /&gt;
&lt;br /&gt;
===Barbarian King&#039;s Bastardsword===&lt;br /&gt;
*&amp;lt;b&amp;gt;Curse: Compulsion&amp;lt;/b&amp;gt;. Cannot willingly discard or give away item, although owner is &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; required to &amp;lt;i&amp;gt;wield&amp;lt;/i&amp;gt; it.&lt;br /&gt;
*+2 Vicious Bastard Sword (+2d6 Weapon Damage, inflicts +1d6 Weapon Damage on Weider)&lt;br /&gt;
*Made of Bronze (-1 to hit)&lt;br /&gt;
*Secondary Effects Unknown : Requires unlocking or &amp;lt;i&amp;gt;Analyze Dewomer&amp;lt;/i&amp;gt; spell.&lt;br /&gt;
&lt;br /&gt;
===Onyx Figurine ([[Firetalk Charm]])===&lt;br /&gt;
*Throw into a fire to contact Naprid Daithe of the Bog Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Bag of Holding, Type I===&lt;br /&gt;
* Given to Quinalin by the [[Marrwyn Collar]] &lt;br /&gt;
* Filled to maximum capacity with coffee beans. &lt;br /&gt;
* Arch-Warden Collar did not say anything about expecting its return.&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4538</id>
		<title>Quinalin&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4538"/>
		<updated>2010-03-15T15:48:44Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Barbarian King&amp;#039;s Bastardsword  - See, Mose wasn&amp;#039;t the *only* one to pick up a curse!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;[[Professional]] 1&amp;lt;/b&amp;gt; / Fighter 5&lt;br /&gt;
{{statsbox|ExampleCharPic.jpg|6|Human|Fighter 4 &amp;lt;BR&amp;gt; Professional 1|Studded Leather (?)|Heavy Flail; [[Barbarian King&#039;s Bastard Sword]]|Clearwyl, Celstia}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) (+1 is from Enhancement Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10  (+0) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 66&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 17 (+4 from Armor, +2 from Dex, +1 from Dodge.) [Has Buckler, Not Equipped]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +5&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +6 (+4 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +5 (+3 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +3 (+3 Base)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Celestian&lt;br /&gt;
*Petaran&lt;br /&gt;
*Dwarven&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===Class===&lt;br /&gt;
*Weapon Proficiency: Simple, Martial&lt;br /&gt;
*Armor Proficiency: Light, Medium, Heavy, Shield, Tower Shield&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Cross-Class Learning (Disable Device, Open Locks)&lt;br /&gt;
*Cleave&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Spring Attack&lt;br /&gt;
*Whirlwind Attack&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
*Appraise: 1&lt;br /&gt;
*Climb: 2&lt;br /&gt;
*Craft (Weaponsmithing): 1&lt;br /&gt;
*Craft (Armorsmithing) : 1&lt;br /&gt;
*Craft (Sculpture) : 3&lt;br /&gt;
*Craft (Trapmaking) : 6 [+2 Synergy Bonus w/ Disable Device]&lt;br /&gt;
*Decipher Script: 2&lt;br /&gt;
*Diplomacy: 2&lt;br /&gt;
*Disable Device: 6&lt;br /&gt;
*Handle Animal: 3&lt;br /&gt;
*Jump: 2&lt;br /&gt;
*Knowledge (Geography): 2&lt;br /&gt;
*Knowledge (History) : 2&lt;br /&gt;
*Knowledge (Local/Celstia) : 2&lt;br /&gt;
*Listen: 2.5&lt;br /&gt;
*Open Lock: 6&lt;br /&gt;
*Ride: 4&lt;br /&gt;
*Search: 1&lt;br /&gt;
*Speak Langauge: 1&lt;br /&gt;
*Spot: 4&lt;br /&gt;
*Swim: 1&lt;br /&gt;
*Tumble: 1&lt;br /&gt;
*Use Rope: 4&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Bracers of Dexterity (+1)===&lt;br /&gt;
*A gift from Captain Odenthrope after a successful mission.&lt;br /&gt;
&lt;br /&gt;
===Barbarian King&#039;s Bastardsword===&lt;br /&gt;
*Curse: Compulsion. Cannot willingly discard or give away item, although owner is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; required to &amp;lt;b&amp;gt;wield&amp;lt;/b&amp;gt; it.&lt;br /&gt;
*+2 Vicious Bastard Sword (+2d6 Weapon Damage, inflicts +1d6 Weapon Damage on Weider)&lt;br /&gt;
*Made of Bronze (-1 to hit)&lt;br /&gt;
*Secondary Effects Unknown : Requires unlocking or &amp;lt;i&amp;gt;Analyze Dewomer&amp;lt;/i&amp;gt; spell.&lt;br /&gt;
&lt;br /&gt;
===Onyx Figurine ([[Firetalk Charm]])===&lt;br /&gt;
*Throw into a fire to contact Naprid Daithe of the Bog Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Bag of Holding, Type I===&lt;br /&gt;
* Given to Quinalin by the [[Marrwyn Collar]] &lt;br /&gt;
* Filled to maximum capacity with coffee beans. &lt;br /&gt;
* Arch-Warden Collar did not say anything about expecting its return.&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4537</id>
		<title>Quinalin&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4537"/>
		<updated>2010-03-15T15:47:29Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Bag of Holding, Type I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;[[Professional]] 1&amp;lt;/b&amp;gt; / Fighter 5&lt;br /&gt;
{{statsbox|ExampleCharPic.jpg|6|Human|Fighter 4 &amp;lt;BR&amp;gt; Professional 1|Studded Leather (?)|Heavy Flail; [[Barbarian King&#039;s Bastard Sword]]|Clearwyl, Celstia}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) (+1 is from Enhancement Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10  (+0) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 66&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 17 (+4 from Armor, +2 from Dex, +1 from Dodge.) [Has Buckler, Not Equipped]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +5&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +6 (+4 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +5 (+3 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +3 (+3 Base)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Celestian&lt;br /&gt;
*Petaran&lt;br /&gt;
*Dwarven&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===Class===&lt;br /&gt;
*Weapon Proficiency: Simple, Martial&lt;br /&gt;
*Armor Proficiency: Light, Medium, Heavy, Shield, Tower Shield&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Cross-Class Learning (Disable Device, Open Locks)&lt;br /&gt;
*Cleave&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Spring Attack&lt;br /&gt;
*Whirlwind Attack&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
*Appraise: 1&lt;br /&gt;
*Climb: 2&lt;br /&gt;
*Craft (Weaponsmithing): 1&lt;br /&gt;
*Craft (Armorsmithing) : 1&lt;br /&gt;
*Craft (Sculpture) : 3&lt;br /&gt;
*Craft (Trapmaking) : 6 [+2 Synergy Bonus w/ Disable Device]&lt;br /&gt;
*Decipher Script: 2&lt;br /&gt;
*Diplomacy: 2&lt;br /&gt;
*Disable Device: 6&lt;br /&gt;
*Handle Animal: 3&lt;br /&gt;
*Jump: 2&lt;br /&gt;
*Knowledge (Geography): 2&lt;br /&gt;
*Knowledge (History) : 2&lt;br /&gt;
*Knowledge (Local/Celstia) : 2&lt;br /&gt;
*Listen: 2.5&lt;br /&gt;
*Open Lock: 6&lt;br /&gt;
*Ride: 4&lt;br /&gt;
*Search: 1&lt;br /&gt;
*Speak Langauge: 1&lt;br /&gt;
*Spot: 4&lt;br /&gt;
*Swim: 1&lt;br /&gt;
*Tumble: 1&lt;br /&gt;
*Use Rope: 4&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Bracers of Dexterity (+1)===&lt;br /&gt;
*A gift from Captain Odenthrope after a successful mission.&lt;br /&gt;
&lt;br /&gt;
===Barbarian King&#039;s Bastardsword===&lt;br /&gt;
*+2 Vicious Bastard Sword (+2d6 Weapon Damage, inflicts +1d6 Weapon Damage on Weider)&lt;br /&gt;
*Made of Bronze (-1 to hit)&lt;br /&gt;
*Secondary Effects Unknown : Requires unlocking or &amp;lt;i&amp;gt;Analyze Dewomer&amp;lt;/i&amp;gt; spell.&lt;br /&gt;
&lt;br /&gt;
===Onyx Figurine ([[Firetalk Charm]])===&lt;br /&gt;
*Throw into a fire to contact Naprid Daithe of the Bog Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Bag of Holding, Type I===&lt;br /&gt;
* Given to Quinalin by the [[Marrwyn Collar]] &lt;br /&gt;
* Filled to maximum capacity with coffee beans. &lt;br /&gt;
* Arch-Warden Collar did not say anything about expecting its return.&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4536</id>
		<title>Quinalin&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4536"/>
		<updated>2010-03-15T15:47:12Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Bag of Holding, Type I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;[[Professional]] 1&amp;lt;/b&amp;gt; / Fighter 5&lt;br /&gt;
{{statsbox|ExampleCharPic.jpg|6|Human|Fighter 4 &amp;lt;BR&amp;gt; Professional 1|Studded Leather (?)|Heavy Flail; [[Barbarian King&#039;s Bastard Sword]]|Clearwyl, Celstia}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) (+1 is from Enhancement Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10  (+0) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 66&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 17 (+4 from Armor, +2 from Dex, +1 from Dodge.) [Has Buckler, Not Equipped]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +5&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +6 (+4 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +5 (+3 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +3 (+3 Base)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Celestian&lt;br /&gt;
*Petaran&lt;br /&gt;
*Dwarven&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===Class===&lt;br /&gt;
*Weapon Proficiency: Simple, Martial&lt;br /&gt;
*Armor Proficiency: Light, Medium, Heavy, Shield, Tower Shield&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Cross-Class Learning (Disable Device, Open Locks)&lt;br /&gt;
*Cleave&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Spring Attack&lt;br /&gt;
*Whirlwind Attack&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
*Appraise: 1&lt;br /&gt;
*Climb: 2&lt;br /&gt;
*Craft (Weaponsmithing): 1&lt;br /&gt;
*Craft (Armorsmithing) : 1&lt;br /&gt;
*Craft (Sculpture) : 3&lt;br /&gt;
*Craft (Trapmaking) : 6 [+2 Synergy Bonus w/ Disable Device]&lt;br /&gt;
*Decipher Script: 2&lt;br /&gt;
*Diplomacy: 2&lt;br /&gt;
*Disable Device: 6&lt;br /&gt;
*Handle Animal: 3&lt;br /&gt;
*Jump: 2&lt;br /&gt;
*Knowledge (Geography): 2&lt;br /&gt;
*Knowledge (History) : 2&lt;br /&gt;
*Knowledge (Local/Celstia) : 2&lt;br /&gt;
*Listen: 2.5&lt;br /&gt;
*Open Lock: 6&lt;br /&gt;
*Ride: 4&lt;br /&gt;
*Search: 1&lt;br /&gt;
*Speak Langauge: 1&lt;br /&gt;
*Spot: 4&lt;br /&gt;
*Swim: 1&lt;br /&gt;
*Tumble: 1&lt;br /&gt;
*Use Rope: 4&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Bracers of Dexterity (+1)===&lt;br /&gt;
*A gift from Captain Odenthrope after a successful mission.&lt;br /&gt;
&lt;br /&gt;
===Barbarian King&#039;s Bastardsword===&lt;br /&gt;
*+2 Vicious Bastard Sword (+2d6 Weapon Damage, inflicts +1d6 Weapon Damage on Weider)&lt;br /&gt;
*Made of Bronze (-1 to hit)&lt;br /&gt;
*Secondary Effects Unknown : Requires unlocking or &amp;lt;i&amp;gt;Analyze Dewomer&amp;lt;/i&amp;gt; spell.&lt;br /&gt;
&lt;br /&gt;
===Onyx Figurine ([[Firetalk Charm]])===&lt;br /&gt;
*Throw into a fire to contact Naprid Daithe of the Bog Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Bag of Holding, Type I===&lt;br /&gt;
* Given to Quinalin by the [[Marwyn Collar]] &lt;br /&gt;
* Filled to maximum capacity with coffee beans. &lt;br /&gt;
* Arch-Warden Collar did not say anything about expecting its return.&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Neven_b%27Aaronurt&amp;diff=4494</id>
		<title>Neven b&#039;Aaronurt</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Neven_b%27Aaronurt&amp;diff=4494"/>
		<updated>2010-03-12T19:19:39Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Neven b&#039;Aaronurt (roughly translates to &#039;Neven Born Between Air and Earth&#039; in &amp;quot;halfling&amp;quot;^) is an eclectic and eccentric halfling druid that has recently taken up with Absold&#039;s Band. Little is known about his origins or background beyond the fact he was recently left behind by his tribe while on a [[roadwater]] fueled vision quest.&lt;br /&gt;
&lt;br /&gt;
^ Halfling Druids will drop their birthing and family names for the traditional Circle name of their druidical tradition. b&#039;Aaronurt is one of the larger, more generic traditions along with t&#039;Livetindle (Betwixt Leaf and Bramble), a&#039;Hurthuane (At Hearth and Home), and o&#039;Avaytze (Over Wave and Sea). Smaller traditions include n&#039;Disset (In Dust), u&#039;Rakkentoi (Under Rock and Soil), n&#039;Ruthwatha (In Roadwater, aka drunk), and st&#039;Linenmarth (Straddling the Borders). Druids can change traditions provided they get inducted by the proper Circle, which usually requires some sort of quest and ceremony.)&lt;br /&gt;
&lt;br /&gt;
Neven&#039;s original family/clan name is Ma&#039;Thetuant (currently lead by his grandaunt Mother Thetua a&#039;Frie) and his birthing name was o&#039;Quir meaning he was born outside the Quiram Woods. So his full name is Neven b&#039;Aaronut unce Ma&#039;Thetuant o&#039;Quir - Neven Born Between Air and Earth, Once of Thetua&#039;s Family Born Outside Quiram. Neven&#039;s departure from his family and into a Circle was no great loss - &amp;quot;He&#039;s their problem now,&amp;quot; said Thetua, relieved.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;SPOILER ALERT&amp;lt;/b&amp;gt; : [[Neven b&#039;Aaronurt&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Al%27s_Character_Sheet&amp;diff=4490</id>
		<title>Al&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Al%27s_Character_Sheet&amp;diff=4490"/>
		<updated>2010-03-12T19:07:45Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Ivory Swan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Druid 6&lt;br /&gt;
{{statsbox|ExampleCharPic.jpg|Level 6|Race|[[Druids|Druid]]|Gargoyle Hide|[[Pyre of Eidolon]]|Hometown}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 8  (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 16 (+3) (+1 is from Enhancement Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 12 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 17 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10  (+0) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 21 (+7 from Armor, +3 from Dex, +1 from Shield) &lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +4&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet (20 Feet due to Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +6 (+5 Base, +1 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +5 (+2 Base, +3 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +9 (+5 Base, +3 Stat)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*[[Sidhe (Language)|Sidhe]]&lt;br /&gt;
*Orc&lt;br /&gt;
*Ubrekti&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*Wild Shape (2/day)&lt;br /&gt;
*Nature Sense&lt;br /&gt;
*Resist Nature&#039;s Lure&lt;br /&gt;
*Trackless Step&lt;br /&gt;
*Wild Empathy&lt;br /&gt;
*Woodland Stride&lt;br /&gt;
*+2 Save vs. Enchantment&lt;br /&gt;
*Immune to Sleep&lt;br /&gt;
*Low-Light Vision&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Self-Sufficent&lt;br /&gt;
*Track&lt;br /&gt;
*Nature Spell&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
*Concentration: 5&lt;br /&gt;
*Disguise: 2&lt;br /&gt;
*Handle Animal: 9&lt;br /&gt;
*Heal: 8&lt;br /&gt;
*Knowledge (Nature): 9&lt;br /&gt;
*Listen: 6&lt;br /&gt;
*Spellcraft: 3&lt;br /&gt;
*Spot: 5&lt;br /&gt;
*Survival: 9&lt;br /&gt;
*Swim: 4&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Ivory Swan===&lt;br /&gt;
*[[Exile&#039;s Gift]]&lt;br /&gt;
&lt;br /&gt;
====Cloak of the Elements====&lt;br /&gt;
*Gift from Ed.&lt;br /&gt;
*2DR vs. Fire, Acid, Cold&lt;br /&gt;
&lt;br /&gt;
===Gargoyle Hide Armor===&lt;br /&gt;
*Functions as Dragon Scale Armor&lt;br /&gt;
*Recovered when a Scrag attacked the party&#039;s raft.&lt;br /&gt;
*Ugly as hell. &lt;br /&gt;
&lt;br /&gt;
===[[Pyre of Eidolon]]===&lt;br /&gt;
*Recovered from Scrag Den.&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4489</id>
		<title>Quinalin&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Quinalin%27s_Character_Sheet&amp;diff=4489"/>
		<updated>2010-03-12T19:06:47Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Onyx Figurine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;[[Professional]] 1&amp;lt;/b&amp;gt; / Fighter 5&lt;br /&gt;
{{statsbox|ExampleCharPic.jpg|6|Human|Fighter 4 &amp;lt;BR&amp;gt; Professional 1|Studded Leather (?)|Heavy Flail; [[Barbarian King&#039;s Bastard Sword]]|Clearwyl, Celstia}}&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 14 (+2) (+1 is from Enhancement Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 10  (+0) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 66&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 17 (+4 from Armor, +2 from Dex, +1 from Dodge.) [Has Buckler, Not Equipped]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +5&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 30 Feet&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +6 (+4 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +5 (+3 Base, +2 Stat)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +3 (+3 Base)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Celestian&lt;br /&gt;
*Petaran&lt;br /&gt;
*Dwarven&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===Class===&lt;br /&gt;
*Weapon Proficiency: Simple, Martial&lt;br /&gt;
*Armor Proficiency: Light, Medium, Heavy, Shield, Tower Shield&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Cross-Class Learning (Disable Device, Open Locks)&lt;br /&gt;
*Cleave&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Dodge&lt;br /&gt;
*Mobility&lt;br /&gt;
*Power Attack&lt;br /&gt;
*Spring Attack&lt;br /&gt;
*Whirlwind Attack&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
*Appraise: 1&lt;br /&gt;
*Climb: 2&lt;br /&gt;
*Craft (Weaponsmithing): 1&lt;br /&gt;
*Craft (Armorsmithing) : 1&lt;br /&gt;
*Craft (Sculpture) : 3&lt;br /&gt;
*Craft (Trapmaking) : 6 [+2 Synergy Bonus w/ Disable Device]&lt;br /&gt;
*Decipher Script: 2&lt;br /&gt;
*Diplomacy: 2&lt;br /&gt;
*Disable Device: 6&lt;br /&gt;
*Handle Animal: 3&lt;br /&gt;
*Jump: 2&lt;br /&gt;
*Knowledge (Geography): 2&lt;br /&gt;
*Knowledge (History) : 2&lt;br /&gt;
*Knowledge (Local/Celstia) : 2&lt;br /&gt;
*Listen: 2.5&lt;br /&gt;
*Open Lock: 6&lt;br /&gt;
*Ride: 4&lt;br /&gt;
*Search: 1&lt;br /&gt;
*Speak Langauge: 1&lt;br /&gt;
*Spot: 4&lt;br /&gt;
*Swim: 1&lt;br /&gt;
*Tumble: 1&lt;br /&gt;
*Use Rope: 4&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Bracers of Dexterity (+1)===&lt;br /&gt;
*A gift from Captain Odenthrope after a successful mission.&lt;br /&gt;
&lt;br /&gt;
===Barbarian King&#039;s Bastardsword===&lt;br /&gt;
*+2 Vicious Bastard Sword (+2d6 Weapon Damage, inflicts +1d6 Weapon Damage on Weider)&lt;br /&gt;
*Made of Bronze (-1 to hit)&lt;br /&gt;
*Secondary Effects Unknown : Requires unlocking or &amp;lt;i&amp;gt;Analyze Dewomer&amp;lt;/i&amp;gt; spell.&lt;br /&gt;
&lt;br /&gt;
===Onyx Figurine ([[Firetalk Charm]])===&lt;br /&gt;
*Throw into a fire to contact Naprid Daithe of the Bog Wraiths.&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mose%27s_Character_Sheet&amp;diff=4478</id>
		<title>Mose&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mose%27s_Character_Sheet&amp;diff=4478"/>
		<updated>2010-03-12T17:37:51Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* +1 Splint Mail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Paladin 5&amp;lt;/b&amp;gt; / &amp;lt;b&amp;gt;[[Templar]] 1&amp;lt;/b&amp;gt;&lt;br /&gt;
{{statsbox|ExampleCharPic.jpg|5|Dwarf|Paladin|+1 Splint Mail|Mayto&#039;s Reply [Cold Iron Dwarven War-Axe]|A Believably Relevant City}}&lt;br /&gt;
==Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Strength || 16  (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity || 10 (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Constitution || 14 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence || 8 (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom || 11  (+0)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma || 16  (+3) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secondary Attributes==&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points || 68&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class || 19 (Heavy Shield, Splint Mail&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus || +6/+1&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed || 25 Feet (5 feet from boots)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save || +11 (+6 Base, +2 Stat, +3 Pally Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Reflex || +4 (+1 Base, +3 Pally Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Will Save || +6 (+3 Base, +3 Pally Bonus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
*Ubrekti&lt;br /&gt;
*Dwarven&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
===Bonus===&lt;br /&gt;
*Wydmoor Wayfarer (+1 to Survival and Spot in Wydmoor Region)&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
*+1 to hit Orcs, Goblins&lt;br /&gt;
*+2 Save vs. Poison&lt;br /&gt;
*+2 Save vs Spells and Effects&lt;br /&gt;
*+4 AC vs Giant-Type Creatures&lt;br /&gt;
*Darkvision, 60 feet&lt;br /&gt;
*Stability &lt;br /&gt;
*Stonecutting&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
*Weapon Proficiency: Simple, Martial&lt;br /&gt;
*Armor Proficiency: Light, Medium, Heavy, Shields&lt;br /&gt;
*Divine Grace&lt;br /&gt;
*Aura of Courage&lt;br /&gt;
*Aura of Good&lt;br /&gt;
*Blessing of the Road &lt;br /&gt;
*Detect Evil at Will&lt;br /&gt;
*Divine Health&lt;br /&gt;
*Improved Initiative +1&lt;br /&gt;
*Lay Hands (Pally Lvl x Chr Bonus)&lt;br /&gt;
*Smite Evil [Base: 3x per day]&lt;br /&gt;
*Turn Undead (3+CHR/Day)&lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
*Weapon Focus: Dwarven Waraxe&lt;br /&gt;
*Extra Smiting (+2/Day)&lt;br /&gt;
*Improved Smite (+1d6 Good to Smite Rolls)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Handle Animal : 4 (1 Rank, +4 Stat)&lt;br /&gt;
*Knowledge (Religion) : 1 (2 Rank, -1 Stat)&lt;br /&gt;
*Ride : 1 (1 Rank)&lt;br /&gt;
*Spot : 3 (3 Rank)&lt;br /&gt;
&lt;br /&gt;
==Cool Items==&lt;br /&gt;
===Mose&#039;s Haversack of Holding===&lt;br /&gt;
*3 Compartments worth of extra-dimensional space.&lt;br /&gt;
&lt;br /&gt;
===+1 Splint Mail===&lt;br /&gt;
*Bought from Wayne the Wizard and Arnold the Armorer.&lt;br /&gt;
&lt;br /&gt;
===Bracers of Commendation===&lt;br /&gt;
*+1d4 Law Damage on Attacks&lt;br /&gt;
*+1d6 Good Damage on Smites (Universally Stacking)&lt;br /&gt;
*+2 Deflection AC vs. Missiles and Ranged Touch&lt;br /&gt;
&lt;br /&gt;
===Hourglass of Vigilance===&lt;br /&gt;
*Gift to initiates of the [[Travelers|Wandering Brothers]]&lt;br /&gt;
*Allows characters to wake up after exactly four hours of sleep. (Exhaustion penalties still apply)&lt;br /&gt;
*Once per week, may get a full night&#039;s rest in only 4 hours. (Increases by +1 use at every odd level)&lt;br /&gt;
&lt;br /&gt;
==[[Way]]==&lt;br /&gt;
&lt;br /&gt;
Hit Points : &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST:&#039;&#039;&#039;   &#039;&#039;&#039;DX:&#039;&#039;&#039;    &#039;&#039;&#039;CN:&#039;&#039;&#039;   &#039;&#039;&#039;IN:&#039;&#039;&#039;    &#039;&#039;&#039;WS:&#039;&#039;&#039;  &#039;&#039;&#039;CH:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AC : ( Natural,  Dex,  Size)&lt;br /&gt;
&lt;br /&gt;
Attack : &lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Special Abilities/Training===&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4462</id>
		<title>Talk:Swift Zombies</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4462"/>
		<updated>2010-03-11T19:02:06Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If the screecher attack does damage, it shouldn&#039;t be against touch attack AC, since armor would presumably block whatever is being done (probably slam damage). If it&#039;s a touch attack, then it shouldn&#039;t do damage (as per the &amp;quot;grab&amp;quot; in the grapple rules), which would make sense. Succeeding to grapple the target, though, would do damage, probably with claws, and further damage can be done afterward with further attacks that the zombie probably gets no penalty on (rather than the usual -4). Strangely enough, pinning an opponent does not give an option to do damage, but a rule can probably be made for this circumstance. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: The screecher attack is a touch attack because it is a modified grapple. I think you&#039;re probably right that the grapple needs to be successful for damage. You being on your horse made things a little more complicated for me, so I had to wing it. Next time I&#039;ll kill your horse first. After all, the average life span for a mount in most of my games is about 1.5 sessions.&lt;br /&gt;
::Yeah, none of this is to rebel against your rulings in-game, I just wanted to run the rules in line with 3.5e&#039;s combat system to flesh these guys out for future games. The normal grapple rules are touch attack to see if grapple can be initiated (with AoO, but it can probably be assumed that the screecher has an ability that is like the AoO nullifier of Improved Grapple), then opposed grapple check, THEN unarmed damage if the screecher wins the opposed check. -slitherrr&lt;br /&gt;
&lt;br /&gt;
: Main points (Hunter) - &lt;br /&gt;
: 1. Hunter may make a leaping charge grapple attack. &lt;br /&gt;
::It&#039;s still double movement (60&#039; maximum), though if you jump from a vertical distance, you can get bonus damage. (1d6 per 10 feet, as per &amp;quot;falling objects&amp;quot; in DMG)&lt;br /&gt;
: 2. Hunter&#039;s attack is a sort of charge grapple, so it is a touch attack with bonuses for charge, strength, and an innate SA.&lt;br /&gt;
: 3. If pinned, you are helpless and take rake damage on subsequent rounds. A lot of it. &lt;br /&gt;
::To note, here, pinning does NOT make the target helpless. To quote: &amp;quot;When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak.&amp;quot; If the zombie gets something special, doing lots of automatic damage is probably plenty without ALSO giving the pinned character a -5 to AC (-9 to melee attacks) and susceptibility to coup de grace. -slitherrr&lt;br /&gt;
: 4. Research Required - there are some creatures that are able to make an attack that grapples on success. Perhaps worth modeling on.&lt;br /&gt;
:: This is worth looking into. However, if an attack does damage directly as a consequence of the attack (like being slammed into), then it should never be a touch attack, because armor should have its say. Conversely, if it&#039;s a touch attack, then it shouldn&#039;t do damage. The second is the actual grapple rule, the former would be a special case rule that is like the monster abilities (i.e., both claw attacks hit = immediate grapple initiated, that sort of thing). -slitherrr&lt;br /&gt;
: &lt;br /&gt;
: Main Points (Smoker)&lt;br /&gt;
: 1. Touch grapple @ range, if successful target is helpless, but not prone. (And you&#039;re prone, because your ass is dragg&#039;d)&lt;br /&gt;
::Also, since it got mentioned for the Screecher, helpless here is probably too much awesome for a ranged touch attack. Spells that make people helpless either affect only very low-level creatures (Sleep), or are super high-level (two cleric spells, Dictum and Holy word, that are both level 7). None (surprisingly) of the SRD monsters have abilities that make PCs helpless directly--the closest thing I could find with a search is the Hag&#039;s Str-drain ability, which causes helplessness if Str gets to 0, hardly an easy condition. The point is that the ability to cause a coup de grace situation with almost no effort is ridiculously super-stupid powerful, even if it&#039;s only while the tongue is still attached. My suggestion is that the tongue = grappled, maybe even with some hefty bonus to keep people from getting out of it too easily. For example, the giant constrictor snake is a CR 5 monster with a +23 to its grapple check with 1d8+10 constrict damage (not a ranged grapple or anything, but that should give a general idea of the power)-[[User:66.207.91.56|66.207.91.56]]&lt;br /&gt;
: 2. On beginning of smoker&#039;s round, dragging begins @ 30&#039;/round.&lt;br /&gt;
: 3. When you get to the smoker, you take some raking damage. (Less than hunter)&lt;br /&gt;
: 4. Tongue has 2-3 HP. &lt;br /&gt;
:&lt;br /&gt;
: Main Points (Boomer)&lt;br /&gt;
: 1. Listen checks within range (20&#039;, maybe?) to hear them if they are in range and you&#039;re paying attention. &lt;br /&gt;
:: (IE, last game, by the time the boomer was in range to be heard, the sounds of combat were assumed to be drowning it out.)&lt;br /&gt;
:: (When you guy stumbled on the boomer in the barn, you were given listen checks to hear it)&lt;br /&gt;
: 2. The bile explosion is a 10&#039; radius. Puke DC is 15, explosion DC is 25.&lt;br /&gt;
:&lt;br /&gt;
: I&#039;m sad you missed the game where they were introduced, because it was kind of funny watching Xorry, especially, slowly figure out what was going on. He made a boomer-joke about the fat, boil covered zombie. Then it puked and exploded and there was much laughter, OOC, at least. ;) -gm  &lt;br /&gt;
:&lt;br /&gt;
: Other things : attack bonus, AC, wotnot, you guys might be able to figure out with more experience, but I&#039;m not about to tell it here. the common ones, of course, are pretty obvious and you mostly have sussed out.&lt;br /&gt;
&lt;br /&gt;
==More Elaborations and Research on Screecher==&lt;br /&gt;
&lt;br /&gt;
I looked through the SRD list of special abilities and found the following relevant entries:&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab Improved Grab]&lt;br /&gt;
&lt;br /&gt;
If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. &lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. [this can be one of the &amp;quot;otherwise noted&amp;quot; cases, probably rationalized by the combination with the leaping charge, if it even has to be rationalized]&lt;br /&gt;
&lt;br /&gt;
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). &lt;br /&gt;
&lt;br /&gt;
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#pounce Pounce]&lt;br /&gt;
&lt;br /&gt;
When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability. &lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#rake Rake]&lt;br /&gt;
&lt;br /&gt;
A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. &lt;br /&gt;
&lt;br /&gt;
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, some combination of these would give exactly what you&#039;re looking for, although putting in all would be pretty silly: rake + pounce + [extra-]improved grab + the flying charge would be looking at full attack + rake attacks, with the option for a grapple attempt after each attack, although successfully grappling on an early attack doesn&#039;t allow the later ones, with additional rake attacks if the grapple is successful, all after jumping 60&#039; through the air, basically bypassing AoO from intervening units, which is just ludicrous. I propose any combination of 2: either improved grab + rake, pounce + rake, or pounce + improved grab. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Also, there&#039;s no specific ability for the leaping charge, but all he needs is some ability that makes Jump do what it needs to do. Since the Jump DC for 60&#039; is usually 60 (120 without a running start, holy crap), here&#039;s what I propose:&lt;br /&gt;
&lt;br /&gt;
===Supernatural Leap===&lt;br /&gt;
The creature halves all DCs when attempting a long jump with the Jump skill. In addition, the DC does not change if the creature does not have a running start.&lt;br /&gt;
&lt;br /&gt;
Then the zombie can get a +20 racial bonus to jump skill, and that&#039;ll put him roughly where he needs to be, when his skills from creature levels are added, especially if he starts from higher up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
On a final note, we&#039;ve been doing this wrong:&lt;br /&gt;
[http://www.d20srd.org/srd/combat/specialInitiativeActions.htm#ready Ready]&lt;br /&gt;
&lt;br /&gt;
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so). &lt;br /&gt;
&lt;br /&gt;
Readying an Action&lt;br /&gt;
You can ready a &#039;&#039;standard action, a move action, &#039;&#039;&#039;or&#039;&#039;&#039; a free action&#039;&#039;. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. &lt;br /&gt;
&lt;br /&gt;
You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round. &lt;br /&gt;
&lt;br /&gt;
Initiative Consequences of Readying&lt;br /&gt;
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.&lt;br /&gt;
&lt;br /&gt;
In other words, the screecher will need another special ability to allow him to charge as a readied action. Since a leap is rather more instantaneous than most other full-round actions, this is a bit plausible, although it does make him more powerful, so that should be taken into account when determining damage and number of his attacks. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Don&#039;t worry, all the beanplating has sucked all of the joy out of this experiment for me. The intent - to build a sense of suspense and anticipation based on subverting a familiar shared experience - has been completely overwhelmed by rulesism. You won&#039;t be seeing these guys again - I can only imagine the headaches as I slowly try to unveil the rest of the special infected roster. I&#039;m going to stick with everything vanilla from now on, and should have the plot retooled by the next game. We&#039;ll just handwavium retcon everything back into normal zombies.  -gm&lt;br /&gt;
::: Ack, sorry. I&#039;ll try to hold back on that in the future. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::: Ah, i don&#039;t mean it like that - not exactly. i underestimated how much effort it was going to take to make the creatures with the charactaristic traits and playtest on the fly, and the other option - having a general discussion - defeats the whole purpose of the mystery. lookind down the barrel at doing the same with jockeys, chargers, spitters, the tanks and the witch was a little bit daunting, to say the least, from a time-inveested to payoff. The sideways nod joke serves the intended purpose well enough. As ever, my ambitious far exceeds my drive. -gm&lt;br /&gt;
::::: that is to say, i&#039;m glad this stuff is here to work out the mechanics for the hunter in the next campaign, since i can&#039;t very well just magic wand all that away. Rather, the extended conceit of a progressively more hard core journey thru the L4D franchise won&#039;t be continued for reasons stated above.&lt;br /&gt;
:::::: Ah, okay. That makes me feel better. And I do hope this is helpful, because I have a whole lot of fun digging through the SRD and finding the rules that are relevant, and helping to hash out something that both serves the narrative and is balanced in the rules (which D&amp;amp;D makes more complicated by its very nature). Anyways, once we&#039;re past this part of the story and don&#039;t have the unknown factor anymore, I think it&#039;d be awesome to actually make this into a proper monster template, a la the SRD zombie template. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Are you people talking about a video game or something? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::: Go back to your @.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dungeon Crawl Stone Soup version 0.4.5 (crawl-ref) character file.&lt;br /&gt;
&lt;br /&gt;
268814 msa the Evocator (level 21, -6/183 (186) HPs)&lt;br /&gt;
             Began as a Mountain Dwarf Fighter on Apr 18, 2009.&lt;br /&gt;
             Was a High Priest of Nemelex Xobeh.&lt;br /&gt;
             Killed from afar by an acid blob (11 damage)&lt;br /&gt;
             ... on Level 5 of the Pits of Slime on Apr 21, 2009.&lt;br /&gt;
             The game lasted 1day02:13:59 (89670 turns).&lt;br /&gt;
&lt;br /&gt;
msa the Evocator (Mountain Dwarf Fighter)       Turns: 89670, Time: 1, 02:13:59&lt;br /&gt;
&lt;br /&gt;
HP  -6/183 (186) AC 27     Str 33      Exp: 21/475987 (2096), need: 70662&lt;br /&gt;
MP  14/16        EV  9     Int 10      God: Nemelex Xobeh *****&lt;br /&gt;
Gold 3420        SH  0     Dex 10      Spells:  0 memorised, 22 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : . . .   See Invis. : .   b - rod of striking (9/9)&lt;br /&gt;
Res.Cold  : + . .   Warding    : .   n - +3 plate mail of Unyr Yna&lt;br /&gt;
Life Prot.: . . .   Conserve   : +   (no shield)&lt;br /&gt;
Res.Poison: +       Res.Corr.  : .   (no helmet)&lt;br /&gt;
Res.Elec. : .       Clarity    : .   O - +3 cloak of Satisfaction&lt;br /&gt;
                                     (no gloves)&lt;br /&gt;
Sust.Abil.: .       Prev.Telep.: +   (no boots)&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   t - amulet of conservation&lt;br /&gt;
Res.Slow  : .       Levitation : .   H - +2 ring of strength&lt;br /&gt;
Saprovore : . . .   Ctrl.Flight: .   z - ring of Sufaopso&lt;br /&gt;
&lt;br /&gt;
@: extremely resistant to magic, extremely unstealthy&lt;br /&gt;
A: teleportitis 1, blurry vision 1, -10% mp, Str -1, Int +2&lt;br /&gt;
a: Draw One, Peek at Two, Triple Draw, Mark Four, Stack Five, Renounce Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You were on level 5 of the Pits of Slime.&lt;br /&gt;
You worshipped Nemelex Xobeh.&lt;br /&gt;
Nemelex Xobeh was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 8 branches of the dungeon, and saw 62 of its levels.&lt;br /&gt;
You visited 2 Labyrinths.&lt;br /&gt;
&lt;br /&gt;
Inventory:&lt;br /&gt;
&lt;br /&gt;
Hand weapons&lt;br /&gt;
 a - the +10,+7 mace &amp;quot;Siwoir&amp;quot;&lt;br /&gt;
   (You found it on level 9 of the Dungeon)   &lt;br /&gt;
   It affects your AC (+4).&lt;br /&gt;
   It affects your strength (+3).&lt;br /&gt;
   It protects you from fire.&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
 K - a +4,+1 war axe of speed&lt;br /&gt;
Armour&lt;br /&gt;
 n - the +3 plate mail of Unyr Yna (worn)&lt;br /&gt;
   (You found it in a Labyrinth)   &lt;br /&gt;
   It affects your evasion (+2).&lt;br /&gt;
 O - the +3 cloak of Satisfaction (worn)&lt;br /&gt;
   (You found it on level 5 of the Lair of Beasts)   &lt;br /&gt;
   It affects your accuracy (+3).&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
   It increases your resistance to enchantments.&lt;br /&gt;
Magical devices&lt;br /&gt;
 h - a wand of lightning (5)&lt;br /&gt;
 j - a wand of frost (3)&lt;br /&gt;
 o - a wand of digging (11)&lt;br /&gt;
 v - a wand of lightning (1)&lt;br /&gt;
 x - a wand of fireball (2)&lt;br /&gt;
 F - a wand of fire (0)&lt;br /&gt;
 Y - a wand of disintegration (9)&lt;br /&gt;
Comestibles&lt;br /&gt;
 s - 2 meat rations&lt;br /&gt;
Scrolls&lt;br /&gt;
 P - a scroll of magic mapping&lt;br /&gt;
 R - 4 scrolls of remove curse&lt;br /&gt;
 X - 2 scrolls of detect curse&lt;br /&gt;
Jewellery&lt;br /&gt;
 i - an uncursed ring of sustain abilities&lt;br /&gt;
 t - an amulet of conservation (around neck)&lt;br /&gt;
 w - the ring &amp;quot;Beher&amp;quot;&lt;br /&gt;
   (You found it on level 1 of the Swamp)   &lt;br /&gt;
   [ring of regeneration]&lt;br /&gt;
   It greatly protects you from cold.&lt;br /&gt;
 z - the ring of Sufaopso (left hand)&lt;br /&gt;
   (You found it on level 11 of the Dungeon)   &lt;br /&gt;
   [ring of poison resistance]&lt;br /&gt;
   It affects your strength (+2).&lt;br /&gt;
   It prevents most forms of teleportation.&lt;br /&gt;
 C - an uncursed ring of see invisible&lt;br /&gt;
 D - an uncursed ring of levitation&lt;br /&gt;
 E - an uncursed amulet of resist corrosion&lt;br /&gt;
 H - a +2 ring of strength (right hand)&lt;br /&gt;
Potions&lt;br /&gt;
 m - 2 potions of speed&lt;br /&gt;
 p - 5 potions of healing&lt;br /&gt;
 J - 2 potions of heal wounds&lt;br /&gt;
 V - a potion of restore abilities&lt;br /&gt;
Magical staves&lt;br /&gt;
 b - a rod of striking (9/9) (in hand)&lt;br /&gt;
   (You acquired it on level 2 of the Lair of Beasts)&lt;br /&gt;
Miscellaneous&lt;br /&gt;
 l - a plain deck of summonings {god gift}&lt;br /&gt;
 u - a plain deck of destruction {drawn: 5} {god gift}&lt;br /&gt;
 M - an ornate deck of war&lt;br /&gt;
 W - a crystal ball of seeing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 You had 2096 experience left.&lt;br /&gt;
&lt;br /&gt;
   Skills:&lt;br /&gt;
 + Level 14 Fighting&lt;br /&gt;
 + Level 17 Axes&lt;br /&gt;
 + Level 23 Maces &amp;amp; Flails&lt;br /&gt;
 - Level 1 Slings&lt;br /&gt;
 + Level 2 Throwing&lt;br /&gt;
 + Level 14 Armour&lt;br /&gt;
 - Level 13 Shields&lt;br /&gt;
 + Level 5 Traps &amp;amp; Doors&lt;br /&gt;
 + Level 3 Unarmed Combat&lt;br /&gt;
 + Level 1 Spellcasting&lt;br /&gt;
 + Level 24 Evocations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Crawl Stone Soup RULES. End Of Story.&lt;br /&gt;
: Fact. --[[User:Msallen|Msallen]]&lt;br /&gt;
Also, I still haven&#039;t bought or played L4D2, so the original four (and the normal fast zombies) are the only ones close to my heart. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I love the fast zombie in all its incarnation. If there was no Danny Boyle, would zombies still be the monster of the moment? -gm&lt;br /&gt;
:: I just love post-apocalyptica. The Postman is one of my favorite books of all time! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Also, not fucking with L4D2 as been sort of mentally liberating, as I can at least work out a balanced hunter and everyone else can deal with smoker tongue causing helplessness. (Veracity over balance in homages, and its a piss easy status to drop in this case.) That being said, enough of the swift zombies have been encountered to warrant .. (from my notes)&lt;br /&gt;
&lt;br /&gt;
	Common Infected - Small Base Creature&lt;br /&gt;
Hit Dice&lt;br /&gt;
	1d12 (7 HP)&lt;br /&gt;
&lt;br /&gt;
Initiative&lt;br /&gt;
	+5&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
	30 ft.&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
	13 (T: 11  FF: 13)&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
	Slam: +1/1d4-1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
	(Most) Undead Traits, Flammable (1d4/round)&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
	F: +0  R: +0   W: +3&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
	Improved Initiative, Turning Resistance&lt;br /&gt;
&lt;br /&gt;
CR&lt;br /&gt;
	1/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Infected - Boomer&lt;br /&gt;
&lt;br /&gt;
Hit Dice&lt;br /&gt;
	1d12 (7 HP)&lt;br /&gt;
&lt;br /&gt;
Inititive	+1&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
	15 ft.&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
	13 (T: 11  FF: 13)&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
	Slam: +1/1d4-1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
	Breath Weapon, Bile Explosion, Flammable (1d4/round), Loud (10&#039; radius)&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
	F: +0   R: +0    W: +3&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
	Turning Resistance&lt;br /&gt;
&lt;br /&gt;
CR&lt;br /&gt;
	1/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breath Weapon: May be used once every ten rounds. Cone of Boomer Bile, 40&#039;. DC 15. Failed save covers target in Boomer Bile for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bile Explosion: When a Boomer Infected is killed, it explodes in a goopy, gooey mess. Everyone in a 10&#039; radius around the boomer when he dies is covered in boomer bile. A DC 25 Reflex Save will avoid contact. If a boomer explodes in range of someone already covered in bile, add 5 rounds to the duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boomer Bile: When a player is covered in bile, he or she suffers the following effects : -1 to hit, -2 to AC, -5 Movement. Additionally, common infected will auto-charge anyone covered in boomer bile and attack them exclusively, and passive infected will aggro.  Boomer Bile can be removed by jumping in a body of water, or it will naturally wear off in 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &lt;br /&gt;
&lt;br /&gt;
Talk to me when you&#039;ve fought more than one smoker. -gm&lt;br /&gt;
&lt;br /&gt;
====&lt;br /&gt;
&lt;br /&gt;
Just to include my latest YASD:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message History&lt;br /&gt;
&lt;br /&gt;
Your hair stands on end.&lt;br /&gt;
You are engulfed in a cloud of smoke!&lt;br /&gt;
You float gracefully downwards.&lt;br /&gt;
62510 Hol the Fencer (level 14, 70/128 HPs)&lt;br /&gt;
             Began as a Mountain Dwarf Paladin on Mar 5, 2010.&lt;br /&gt;
             Was a High Priest of The Shining One.&lt;br /&gt;
             Took a swim in molten lava&lt;br /&gt;
             ... on Level 4 of the Lair of Beasts on Mar 11, 2010.&lt;br /&gt;
             The game lasted 02:41:49 (29074 turns).&lt;br /&gt;
&lt;br /&gt;
Hol the Fencer (Mountain Dwarf Paladin)                                                                Turns: 29074, Time: 02:41:49&lt;br /&gt;
&lt;br /&gt;
HP  70/128       AC 12     Str 26      Exp: 14/86153 (0), need: 10046&lt;br /&gt;
MP  11/13        EV 10     Int  9      God: The Shining One *****&lt;br /&gt;
Gold 2203        SH  0     Dex 13      Spells:  2 memorised, 12 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : + . .   See Invis. : +   w - +3,+7 scimitar of the Elven Halls {speed, &lt;br /&gt;
Res.Cold  : . . .   Warding    : .   (no armour)&lt;br /&gt;
Life Prot.: + + +   Conserve   : .   (no shield)&lt;br /&gt;
Res.Poison: +       Res.Corr.  : .   j - +2 spiked helmet&lt;br /&gt;
Res.Elec. : .       Clarity    : .   m - +0 elf cloak&lt;br /&gt;
                                     a - +2 pair of gloves {Dex+3}&lt;br /&gt;
Sust.Abil.: .       Rnd.Telep. : .   G - +2 pair of boots {run}&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   A - amulet &amp;quot;Unuirhibu&amp;quot; {Gourm SInv}&lt;br /&gt;
Res.Slow  : .       Levitation : .   W - ring of protection from fire&lt;br /&gt;
Gourmand  : +       Ctrl.Flight: .   x - ring of poison resistance&lt;br /&gt;
&lt;br /&gt;
@: very slightly glowing, quick, somewhat resistant to magic, unstealthy&lt;br /&gt;
A: no striking features&lt;br /&gt;
a: Divine Shield, Cleansing Flame, Summon Divine Warrior, Renounce Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You were on level 4 of the Lair of Beasts.&lt;br /&gt;
You worshipped The Shining One.&lt;br /&gt;
The Shining One was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 5 branches of the dungeon, and saw 29 of its levels.&lt;br /&gt;
&lt;br /&gt;
You collected 2582 gold pieces.&lt;br /&gt;
You spent 379 gold pieces at shops.&lt;br /&gt;
&lt;br /&gt;
You fall into the lava!&lt;br /&gt;
The lava burns you!&lt;br /&gt;
Some of the scrolls you are carrying catch fire!&lt;br /&gt;
You try to escape, but your burden drags you down!&lt;br /&gt;
&lt;br /&gt;
 #.....#              ##..%###%&lt;br /&gt;
 #.....#               ###%.#..&lt;br /&gt;
 #.....####################.%.#&lt;br /&gt;
 #####...............#....#&#039;&#039;&#039;#&lt;br /&gt;
     ###############.#(........&lt;br /&gt;
 #  ################.#.......##&lt;br /&gt;
  {#{{S{{{##{{{###{#.#.(.....# &lt;br /&gt;
#  {{{{{###{#######{%#.......# &lt;br /&gt;
#{#{{{{{{{{####{{{{#.#.......# &lt;br /&gt;
####{#{{#{{###{{{{###&#039;.......# &lt;br /&gt;
{##;{#{{{{{###@{{{{{##.......##&lt;br /&gt;
{###{#{{{{{{##{{##{{##........#&lt;br /&gt;
{SSSS{##{{{#{#{{#{#{##........#&lt;br /&gt;
{{{{{{#{{{{{{{#{###########...#&lt;br /&gt;
##################        #.###&lt;br /&gt;
  ########                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#    #########   #.###&lt;br /&gt;
  #......#    #....)..#  ##...#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Howd you end up in the laval? Levitate wear off?&lt;br /&gt;
: Can you pick some article that&#039;s not actively being used and maintained to barf ascii into? -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kathkallan_Investigation&amp;diff=4428</id>
		<title>Kathkallan Investigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kathkallan_Investigation&amp;diff=4428"/>
		<updated>2010-03-01T20:15:50Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kathkallan Investigation was a series of games between November 2008 and February 2009 based around the investigation of a merchant dispute and kidnapping in [[Wydmoor Free City]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
===Day 1===&lt;br /&gt;
* [[Edrell Odenthorpe]] tells the PCs that a [[Petra|Petran]] merchant named [[Kathkallan]] is having significant problems in Wydmoor&lt;br /&gt;
* The PCs travel to the Merchant District, and [[:Image:MeetingKathkallan.png|find Kathkallan caught in an ambush]]&lt;br /&gt;
* Kathkallan [[:Image:KathkallansStory.png|explains his dilemma]]&lt;br /&gt;
** On a prior visit, Kathkallan established trade agreements with [[Jazasan Arrasti]] (J.A.) and [[The Golden Galleon]] (G.G.)&lt;br /&gt;
** Both are refusing to acknowledge their respective agreements&lt;br /&gt;
** Kathkallan&#039;s assistant Galliad, who had the original copies of these agreements, is missing&lt;br /&gt;
&lt;br /&gt;
* PCs spend the morning collecting information&lt;br /&gt;
** G.G. has a road out, strangling the flow of iron into the city, and cannot meet their trade obligations, with [[Red Iron]] at a premium, would take significant losses if they honored the contract.&lt;br /&gt;
** J.A. is the mayor&#039;s man, and is rumored to be aggressively liquidating assets &lt;br /&gt;
&lt;br /&gt;
* PCs investigate both establisments&lt;br /&gt;
** G.G. employees first denied meeting Galliad, but after pressing questioning admits he visited with a porter and was going to visit the [[Platinum Quill]] (P.Q.)&lt;br /&gt;
** Arrasti employees deny ever meeting Galliad (?)&lt;br /&gt;
&lt;br /&gt;
* In the evening, the PCs investigate the [[Silent Siren]], where Galliad stayed and where the thugs were hired&lt;br /&gt;
** Waitress saw Galliad with an upscale prostitute the evening he visited the two merchants&lt;br /&gt;
** PCs attacked by poisoners, and capture one of them&lt;br /&gt;
&lt;br /&gt;
* [[LE]] &amp;quot;questions&amp;quot; the poisoner, and learns he works for a wizard named [[Mantatlus]], who lives on the [[Road of Chimes]]&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
* [[Germain]] meets with Edrell, who is convinced J.A. is probably the main culprit, but knows little about The P.Q. or [[Mantatlus]]&lt;br /&gt;
* Another morning of information gathering&lt;br /&gt;
** P.Q. provides insurance and guards for merchants and their products&lt;br /&gt;
** Rats at J.A.&#039;s say there is nothing there to eat&lt;br /&gt;
&lt;br /&gt;
* Meet with a close friend of the prostitute (Zinni)&lt;br /&gt;
** Zinni has been missing since the evening she met with Galliad&lt;br /&gt;
** Was told, by one of the poisoners (Gil), to &amp;quot;come to the Garden of Delights for a sweet surprise&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* PCs launch an assault on Mantatlus in the early evening&lt;br /&gt;
** Garden of exotic (and deadly plants) in the entrance assumed to be the Garden of Delights&lt;br /&gt;
** Zombies buried in shallow graves in the garden, two of which may have been Galliad and Zinni (although we can&#039;t be sure since [[Al]] destroyed all the evidence... grr)&lt;br /&gt;
** Captured the second poisoner (Gil), but Mantatlus escapes&lt;br /&gt;
** Recover trade agreements for both [[:Image:ContractRoyalGellee.png|J.A.]] and [[:Image:ContractRedIron.png|G.G.]], as well as evidence of a long-term financial relationship b/t Mantatlus and the P.Q.&lt;br /&gt;
===Day 3===&lt;br /&gt;
* Report to Edrell and return contracts&lt;br /&gt;
** Edrell takes the contracts to aid in the investigation&lt;br /&gt;
** Germain remains in Wydmoor to finish the investigation&lt;br /&gt;
** The rest of the party heads to [[Iros Forge]] to aid in road repairs, beginning a new adventure chain&lt;br /&gt;
&lt;br /&gt;
* Make a fruitless attempt to convince the poisoner Holm to cooperate&lt;br /&gt;
&lt;br /&gt;
* Late morning to early afternoon performed information gathering in the Waft targeting perfume merchants re: J.A.&lt;br /&gt;
** Seen recently moving much of his equipment out of his facility&lt;br /&gt;
** Perfumes have been watered down and overpriced of late&lt;br /&gt;
&lt;br /&gt;
* In the afternoon, &amp;quot;persuaded&amp;quot; the poisoner Gil to provide information&lt;br /&gt;
** Mantatlus is primarily a &amp;quot;problem solver&amp;quot; (assassin) for the [[Wydmoor Thieves&#039; Guild|Thieves&#039; Guild]]&lt;br /&gt;
** The P.Q. was paid to steer Galliad towards the tavern where Zinni could approach him&lt;br /&gt;
** Confirmed that Galliad and Zinni were killed&lt;br /&gt;
** Knows more about the Guild, but would rather take his chances with us than rat on them&lt;br /&gt;
&lt;br /&gt;
* Evening discussion with the captain of the merchant district [[Fenn Lynrick]]&lt;br /&gt;
** Quick to seek favor with Edrell&lt;br /&gt;
** Takes over the Mantatlus estate because it is a &amp;quot;gold mine&amp;quot;&lt;br /&gt;
** Cagey regarding main players like Mantatlus and P.Q., but demeanor suggest a familiarity with them&lt;br /&gt;
&lt;br /&gt;
* Late-night report to Edrell&lt;br /&gt;
** Decide to force J.A. to honor the contract, thus putting him in financial peril&lt;br /&gt;
** Germain gets promoted! YAY!&lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
&lt;br /&gt;
* Morning investigation of pawn shops, revealing J.A. has liquidated all of his equipment&lt;br /&gt;
&lt;br /&gt;
* Noon report to Edrell&lt;br /&gt;
** Received new tabard&lt;br /&gt;
** Reassigned to the Iros Forge project--to leave the next morning&lt;br /&gt;
&lt;br /&gt;
* Brief conversation with P.Q. (playing dumb)&lt;br /&gt;
** Surprised that Germain approached them even though he works for Lynrick--what does it mean?&lt;br /&gt;
** Claim to have no knowledge of Mantatlus other than a client--likely a lie, and possibly an implicating one.&lt;br /&gt;
&lt;br /&gt;
==Major Players==&lt;br /&gt;
* [[Golden Galleon]]&lt;br /&gt;
** They were (relatively) honest with us regarding their interactions with Galliad&lt;br /&gt;
** Motivations are transparent--they can&#039;t really afford to honor contracts because of the washed out road&lt;br /&gt;
** Vital resource for virtually every government organization&lt;br /&gt;
&lt;br /&gt;
* [[Jazasan Arrasti]]&lt;br /&gt;
** Lied to us regarding their interactions with Galliad&lt;br /&gt;
** Liquidated virtually all production assets for an unknown purpose&lt;br /&gt;
** Mayor&#039;s man, which means de facto enemy of the sheriff&lt;br /&gt;
&lt;br /&gt;
* [[Mantatlus]]&lt;br /&gt;
** Hired thugs to attack Kathkallan&lt;br /&gt;
** Arranged the disappearance of Galliad and stole the contracts&lt;br /&gt;
** Tried to poison the party&lt;br /&gt;
** Long-term but unknown financial relationship with the Platinum Quill&lt;br /&gt;
** Assassin for the Thieves&#039; Guild&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Quill]]&lt;br /&gt;
** Guardian and insurance services for merchants&lt;br /&gt;
** Mentioned (by G.G.) as part of Galliad&#039;s itinerary the day he disappeared&lt;br /&gt;
** Long term relationship with Mantatlus setting up marks&lt;br /&gt;
&lt;br /&gt;
==Outstanding Questions==&lt;br /&gt;
* Why is Arrasti liquidating his assets?&lt;br /&gt;
** Buildup for some large project... perhaps part of the conflict between the mayor and the sheriff?&lt;br /&gt;
** In financial trouble?&lt;br /&gt;
&lt;br /&gt;
( Have these questions been answered to your satisfaction, Detective Germain?)&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4424</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4424"/>
		<updated>2010-03-01T20:06:31Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* &amp;#039;&amp;#039;&amp;#039; Team MeFight (Kred Region, Gildenhome)&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 {{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 {{Germain}}, [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 {{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 {{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 {{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse [[Way]]&lt;br /&gt;
&lt;br /&gt;
 {{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 {{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Anise]]&amp;quot;, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, Breakfast.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Bethnalay&amp;diff=4284</id>
		<title>Bethnalay</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Bethnalay&amp;diff=4284"/>
		<updated>2010-02-26T19:18:26Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* On Bethanalay and her History */  - spell check and linkage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{npcstatsbox|bethnalay.jpg|?|Halfling|Cleric|?|?|?}}&lt;br /&gt;
&lt;br /&gt;
Bethnalay is the leader of the Onrarch Landing Halflings, as well as the Main Cleric of the church there.&lt;br /&gt;
&lt;br /&gt;
[[Image:bethnalay1.jpg|float|thumb|left|250px|Bethnalay in her youth.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From email to Wydmoor group.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== On Bethanalay and her History ==&lt;br /&gt;
Over your many nights convalescence with Bethnalay, before the fateful second expedition to the tomb, you sup with Bethnalay, herself strained to exhaustion dealing with the refugees. Watching her in action the day after she healed the mummy rotters, you  begin to realize what a great sacrifice was made on your behalf, (6-8 of her highest level spells in a single day) as every day she rides around the camp with the dog rider [[Maggr]] and expends the whole of her magical abilities dealing with hunger and sickness among the refugee population, though the aid of her and her associates never comes close to meeting the needs of the camp.&lt;br /&gt;
&lt;br /&gt;
On the subsequent days of your convalescence, you learn more about the Lady of the Landing.&lt;br /&gt;
&lt;br /&gt;
It comes as some surprise, but despite being the nominal leader of a riverboat landing, Bethanalay is actually born to a road halfling tribe that rode a wide circuit between [[Odessa]], [[Alexia]], [[Wydmoor]], and [[Ubreckt]]. She spent her first two decades living a very unexceptional life, until the Hearthwarming of 1331 when she met Maggr, a flamboyant and charming [[dog rider]] from a rival tribe. A love quickly blossomed, and by the end of the Hearthwarming Bethnalay was pregnant, ostrisized by her tribe, and married to Maggr. (In that order) She joined his tribe, which was much smaller than her own. The rumormongering and insularity of the community grated on her nerves, and when her child was stillborn, the women of the tribe began to supersticiously shun her outright. It did not take long for the couple&#039;s life to become unbearable, and within two summers time they had left the tribe for a life of travel and adventure.&lt;br /&gt;
&lt;br /&gt;
She speaks fondly of that time, fifteen years worth, that seemed to pass in a season. Maggr, master of the dog and lance. Bethanaly, who no trap or ambush could touch. Two more children stillborn, but by and large the times were happy. Even now, almost sixty years later, she cannot hide her emotions as she describes their final hours together. How Maggr and Haldrot (his dog) were struck down Battle Herding a pair of trolls allowing for the escape of Bethnalay and her unborn child. (Later also stillborn, naturally.)&lt;br /&gt;
&lt;br /&gt;
Miserable and feeling herself cursed, Bethnalay gave up the lifestyle of the road and dedicated herself to Alexandria&#039;s service. She admits that desperation and depression led her to the decision far more than piety or compassion, but does not seem bitter or resentful about the events that set her on her life of service, though she clearly recalls them with sadness. She sold her belongings, and added to the small fortune the pair had made adventuring, was able to attend [[University Wtherias]] in [[Alexia]]. It was difficult adapting from a life of adventure to a life of study, but her mind had always been sharp and she was a quick learner.&lt;br /&gt;
&lt;br /&gt;
At 44, most halflings would be settling down for their Long Autumn, but Bethanalay was entering into a life among the bottom rung of the Church hierarchy, serving mostly with peers twenty or more years her junior. It was difficult and often galling, and she continually found herself in conflicts with her fellow clergy, leading to many long years of half of transfers and bottom tier assignments. Until, finally she came to [[Onararch Landing]], as Fourth Cleric for [[Mother Clearwyd]], the former [[Main Cleric]] of the [[Onararch tribe]]. She&#039;d visited the town in her youth, of course, but was essentially a stranger in a strange land, despite being surrounded by halflings. For, after all, these were boat halflings, unacquainted with the ways of the road or life on dogback. Strange customs, odd idioms, bizarre rituals all lead to a great deal of culture shock. Despite, or perhaps because of, that sense of alienation, she did not find herself in the conflicts that up until then haunted her career. She managed, in fact, to go a good five or six years without stirring up any trouble.&lt;br /&gt;
&lt;br /&gt;
Then the Grenwindle, Bethanalay&#039;s tribe, returned to the Landing. She made a point of laying low, but for Bethnalay lightning struck twice. Despite her best efforts, she met and fell in love with Framm, a Grenwindle dog rider twenty years her junior. When news of the affair reached the Grenwindle elders, memories of Bethnalay&#039;s destructive affair decades ago was rekindled and the fallout was severe. Angry words exchanged, fists thrown. She does not go into great detail about the disturbances, but points out that they were widespread enough to warrant Bog Wrath peacekeeping and intervention. Finally, [[Mother Clearwyd]] expelled the entire of the Grenwindle tribe, and forced the reassignment of the second and third clerics of Onararch who dissented with her actions and siding against Bethnalay.&lt;br /&gt;
&lt;br /&gt;
As peace returned to the landing, Bethnalay and Framm were wed. This is how, incidentally, dog riding came to be common among the boat halflings of the Onararch. Bethnalay, the new second cleric of Onararch, worked tirelessly, as replacements for the relocated clerics did not arrive for some time. Bethnalay recalls with good humor that Mother Clearwyd made every effort not to increase her own workload, choosing intending the extra labor as a bit of punishment and moral education for Bethnalay.  As her story continues, it&#039;s clear why Bethnalay can recall her mentor with such fondness. When Bethnalay, against all odds and reason, became pregnant, the aged Mother forbade Beth from all but the most simple of chores, and leaning heavily on the church to send replacements. Indeed, to this day, Bethnalay is not entirely sure that Mother Clearwyd ever *actually* called for replacements the first time - third and forth clerics appeared in the landing within a fortnight of the announcement of her pregnancy. (She was 66, Framm was 48)&lt;br /&gt;
&lt;br /&gt;
When her son was born, alive and healthy, she named him [[Maggr]]. [Whom you&#039;ve met already, it turns out!] The small family lived simply but happily for many years. Over that time, incursions from the hobgoblins of Jonvranth Canyon had increased in number across the region, until twenty years ago, when there was an all out assault on the landing. Framm, who was by that time the leader of the Onararch defenses, and Clearwyd were both killed in the effort, though they were ultimately successful in driving off the attack. It was in that tragic manner that Bethnalay became the spiritual and political leader of the Onararch halflings.&lt;br /&gt;
&lt;br /&gt;
Since that time, the landing and the region generally have prospered, though she feels the full effect of the most recent troubles have yet to be felt fully.&lt;br /&gt;
&lt;br /&gt;
== On Life at the Landing ==&lt;br /&gt;
&lt;br /&gt;
Life at the landing is currently very difficult. Sanitation is poor to non-existant, and the population has swelled ten- or twenty-fold with the influx of refugees, who live in a huge tent city sprawling out from the north and west of the camp. Deaths from hunger, exposure, and disease are now daily occurances, despite the best efforts of Bethnalay and her clerics, as little to no help has been forthcoming from Wydmoor City. The greater part of the landing-proper is locked in several feet of ice, as the deepening winter has frozen the flooded areas of the river. The few permenant structures of the landing are all but inaccessable from the first floor.&lt;br /&gt;
&lt;br /&gt;
== On The Away Team&#039;s Return From the Tomb ==&lt;br /&gt;
&lt;br /&gt;
Sitting down again to eat with Bethnalay, you inform her of your intention to eventually inspect Iros Forge, despite the dissipation of the storm. [Well, some people suggest it, at any rate, over dinner] In the manner you have learned is typical of the woman, Bethnalay does not give you advice or instruction outright. Instead, she spends the evening regaling you with stories of those desperate and/or foolish men and women who attempted to assault Idryll Peak in deep winter. Of Timjim the Gnomeish Mountaineer, who was found in spring devoured by wolves. Of Met the Barbarian, who fell down a crevice and was later encountered as a frost zombie. Grand Master Thedros and his company, who sought to catch a good price on Red Iron barganing in the off season. No one is sure what happened to them. As five or six other such tales come, with no sign of respite, it becomes clear that such a journey would be clear suicide in present conditions. You could spend the winter comfortably at Yalmrinth, of course, but Germain is quick to point out that the administratiors of that particular town are appointed by the Mayor, and it is all but completely under his control. She invites you to spend the winter offering aid to the camp, where the need is most dire.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Omnity&amp;diff=4282</id>
		<title>Talk:Omnity</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Omnity&amp;diff=4282"/>
		<updated>2010-02-26T17:44:54Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where did this come from? I like it! -gm&lt;br /&gt;
:Check out the history tab:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 * (cur) (last)  01:05, 25 July 2009 75.64.111.120 (Talk) (285 bytes) (undo)&lt;br /&gt;
 * (cur) (last) 17:27, 24 July 2009 Slitherrr (Talk | contribs) (62 bytes) (New page: {{stub}} The event in which Alexandria arose into godhood.)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I&#039;m just surprised I missed it! -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4275</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4275"/>
		<updated>2010-02-26T16:06:53Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* &amp;#039;&amp;#039;&amp;#039; Team MeFight (Kred Region, Gildenhome)&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Al]], [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 [[Germain]], [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 [[Kimika]], [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 [[LE]], [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 [[Mose]], [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]])&lt;br /&gt;
&lt;br /&gt;
 [[Quinalin]], [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 [[Kib Absold]], [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 [[Anise]], [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 NAMEGOESHERE, [[Halfling]] [[Druids]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4274</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4274"/>
		<updated>2010-02-26T16:06:14Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Al]], [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 [[Germain]], [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 [[Kimika]], [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 [[LE]], [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 [[Mose]], [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]])&lt;br /&gt;
&lt;br /&gt;
 [[Quinalin]], [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 [[Kib Absold]], [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 [[Anise]], [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 NAMEGOESHERE, [[Halfling]] [[Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; MeFight Expansion Team (Theoretical)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4273</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4273"/>
		<updated>2010-02-26T16:05:02Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* &amp;#039;&amp;#039;&amp;#039; Team MeFight (Kred Region, Gildenhome)&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]] &#039;&#039;&#039;UPDATED!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Al]], [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 [[Germain]], [[Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 [[Kimika]], [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 [[LE]], [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 [[Mose]], [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]])&lt;br /&gt;
&lt;br /&gt;
 [[Quinalin]], [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 [[Kib Absold]], [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 [[Anise]], [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]])&lt;br /&gt;
&lt;br /&gt;
 NAMEGOESHERE, [[Halfling]] [[Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]])&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (on indefinite hiatus)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User:Detarame&amp;diff=4260</id>
		<title>User:Detarame</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=User:Detarame&amp;diff=4260"/>
		<updated>2010-02-24T17:23:53Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since love and fear can hardly exist together, if we must choose between them, it is far safer to be feared than loved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[http://www.imdb.com/character/ch0053941/ Dungeon Master]? *gasp* He&#039;s gone!&amp;quot;&lt;br /&gt;
: Much shorter link: [[DM]]&lt;br /&gt;
&lt;br /&gt;
-eh? -slitherrr&lt;br /&gt;
---&lt;br /&gt;
* There is no way I&#039;m listing all my articles. I either wrote it, helped write it, inspired it, or edited it.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User_talk:Detarame&amp;diff=4231</id>
		<title>User talk:Detarame</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=User_talk:Detarame&amp;diff=4231"/>
		<updated>2010-02-22T16:45:00Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mount &amp;amp; Blade is pretty sweet. I finally branched out from just companions into recruiting some Khanate tribesmen and training them up to a cavalry. Now Sayid is taking time out of trading to beat the crap out of bandits and sell them into slavery! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Haha, nice. I thought you&#039;d like it - it&#039;s just like Pirates or EVNova! You should do a search for Native Expansion - it&#039;s a user mod that increases by a shit ton the number of units, makes it possible to be a rogue king, and has a bunch of other cool tweeks. (Braced Spearmen, etc.) -gm&lt;br /&gt;
:: It does need some better story arcs, but its pretty sweet. I definitely need to work on my army skills. I can&#039;t seem to pull off the &#039;help peasants defend their village&#039; quest even with my 20 men. I think I need to get better issuing orders, which was also pretty critical in EV.&lt;br /&gt;
:: Since I spoiled the game, my current plan is to support the Khanate usurper and lead a rebellion, then turn on him and take over the khanate as an unaligned warlord. That&#039;s what Sayid would have done. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: The problem is that without the Native Expansion, the cost of defending your empire is faaaar more than you can make from your holdings, to say nothing of having to visit every village or castle seperately to collect your tithes.  I&#039;m actually awful at giving orders, just like in EV. Instead, I max out all my followers Training skill and just build up the biggest, most elite units possible. 20 men is a pretty paltry sum, actually, that might be part of your problem as well. Man, I really, really love M&amp;amp;B. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Language&amp;diff=4105</id>
		<title>Talk:Language</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Language&amp;diff=4105"/>
		<updated>2010-02-17T19:21:18Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some proposed mechanics for related languages:&lt;br /&gt;
&lt;br /&gt;
Attempting to get a message across when speakers understand related languages depends on the complexity of the message, and the closeness of the linguistic relation. An Intelligence (Sense Motive is a possibility here... If that is used, the DCs should be higher) roll is made against the DC given in the table. Failure by 4 or less indicates that some essential point is lost in conveying the message, but the general idea is gotten across. Failure by 5-10 means that some essential point is MIS-understood, and false information is conveyed. Failure by 11 or more means that no information is conveyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+DCs for Intelligence check for understanding related language&lt;br /&gt;
|-&lt;br /&gt;
!|||Dialects||Closely Related||Related||Distantly Related||Not Related&lt;br /&gt;
|-&lt;br /&gt;
||Simple Message||-||5||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
||Complex Message||5||10||20||30||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is interesting. Would there be a similar chart for bonuses/penalties for decipher script? -gm&lt;br /&gt;
:It&#039;s worth looking into, actually, and definitely interesting, especially if distinctions are made between pictographic and phonetic alphabets. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
:Holy cow you just killed a bunch of text.. did you mean to be doing that? -[[User:Feantari|Feantari]]&lt;br /&gt;
::He normally doesn&#039;t. He&#039;s famous for his simul-edit gaffes. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::Yes. I am a bull in a china shop. -gm&lt;br /&gt;
&lt;br /&gt;
:Perhaps not related should simply not be possible to roll for? I mean at that point you are probably down to hand gestures and body language which might be better represented with some sort of attribute roll. And, of course, making this rule you then have to have a table for all the languages and their relationships (which would certainly add some fun to figure out, but might overcomplicate things). I wonder if it wouldn&#039;t be better to just have a list of dialects or closely related languages for each. You then either have a chance to roll or not, and if you do it is a static sort of DC. All depends on How fond your DM is of big tables to be looking things up in I guess. -[[User:Feantari|Feantari]]&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I think languages unrelated probably should have no chance. Knowing Ancient Greek aids not a whit in learning Linear B, so yeah, I think that DC 30 INT check is just pantomimes and gestures and that sort of First Contact stuff, though. This sort of consideration was, in fact, why I put together the language tree rather than just a bunch of languages. Prime as your stand in for the lost and theoretical Indo-European, The Ubrekti Branch would be your Romance languages, for example. &lt;br /&gt;
&lt;br /&gt;
::Possibly, and that&#039;s why the DC is super-high--not worth rolling in most circumstances, but some extraordinary (or magical, although I have no idea what since magic exists that completely nullifies the language question) thing could happen that could make it theoretically possible.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: Yeah, 20 is not an auto success, but I think someone with a 30 INT, say, might just be smart enough to warrant a roll trying to understand someone jabbering at him in a foreign tongue. &lt;br /&gt;
&lt;br /&gt;
::In general, I would picture that most of the major languages are either distantly related, or not related, and those DCs are firmly outside the realm of possibility in most circumstances. This would only come up if a country had a bunch of languages (like Fresia, assuming abs gives the go-ahead on some development there). -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
On that note, one thing worth examining is whether or not magic that allows people to instantly understand any language should be removed. D&amp;amp;D takes great pains to essentially remove language considerations from the equation, whereas this world has a bit more linguistic flavor. That&#039;s completely up to GM, though.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: I&#039;ve actually softened some on the wizarding language stuff because, on years of reflection, I realized it&#039;s not all that broken. I mean, at the earliest levels, you get only the ability to UNDERSTAND, not communicate. Tongues spell does not hit till CR5-6, by which time the character has a respectable enough level of arcane power to make it sensible.  I mean, tongues is the same level as fireball and clairvoyance.   -gm&lt;br /&gt;
::: True. My main beef with Comprehend Languages is on the written end, really--researching ancient texts isn&#039;t nearly as fun when you can just pop a 1st-level spell and understand everything within (save magically protected scripts, but honestly, is every single interesting bit of historical information going to be hidden behind a Secret Page spell?). If it&#039;s spoken, you at least have to have some foreknowledge to prepare. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::Sounds like editing the spell to work as something like a minor mind read sort of ability might work. You can understand what a person is telling you, but that piece of paper has nothing for you to get at. I&#039;d have to go back through the magic stuff to nail it down to the proper school and all, but changing the approach to how the spell is able to function seems most like what you guys are getting at. -[[User:Feantari|Feantari]] &lt;br /&gt;
:::: Also true, but comprehend, and I think even tongues, is only for spoken languages. Decipher Script is also good for ciphers, like mr black leather gnome. -gm&lt;br /&gt;
::::: No, comprehend works for reading and speaking (tongues would be silly for reading, of course, since the only difference from Comprehend is that it lets you speak as well as understand). -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Well, that is some bullshit, right there, but of the variety that has no functional purposes in most games. -gm&lt;br /&gt;
::::::: Maybe I should give up on trying to participate in this.. Mr. gm seems hell-bent on keeping my comments out. :( -[[User:Feantari|Feantari]]&lt;br /&gt;
:::::::: What? Noooooo! I&#039;m an equal opportunity clod, not a hater. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Language&amp;diff=4079</id>
		<title>Talk:Language</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Language&amp;diff=4079"/>
		<updated>2010-02-17T17:30:36Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some proposed mechanics for related languages:&lt;br /&gt;
&lt;br /&gt;
Attempting to get a message across when speakers understand related languages depends on the complexity of the message, and the closeness of the linguistic relation. An Intelligence (Sense Motive is a possibility here... If that is used, the DCs should be higher) roll is made against the DC given in the table. Failure by 4 or less indicates that some essential point is lost in conveying the message, but the general idea is gotten across. Failure by 5-10 means that some essential point is MIS-understood, and false information is conveyed. Failure by 11 or more means that no information is conveyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+DCs for Intelligence check for understanding related language&lt;br /&gt;
|-&lt;br /&gt;
!|||Dialects||Closely Related||Related||Distantly Related||Not Related&lt;br /&gt;
|-&lt;br /&gt;
||Simple Message||-||5||10||20||30&lt;br /&gt;
|-&lt;br /&gt;
||Complex Message||5||10||20||30||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is interesting. Would there be a similar chart for bonuses/penalties for decipher script? -gm&lt;br /&gt;
&lt;br /&gt;
:Holy cow you just killed a bunch of text.. did you mean to be doing that? -[[User:Feantari|Feantari]]&lt;br /&gt;
:: No, I&#039;ve been unable to fully adapt to having many people on the wiki. I have become fail, the destroyer of content! -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Language&amp;diff=4078</id>
		<title>Language</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Language&amp;diff=4078"/>
		<updated>2010-02-17T17:29:12Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* Starting Languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Languages on the Mainland have slightly different mechanics than the languages of standard D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Starting Languages===&lt;br /&gt;
&lt;br /&gt;
Each player character of a non-Servitor race (except Lizard Men) starts with [[Ubrekti]] and the language of her homeland, plus a number of bonus languages equal to Intelligence modifier (which languages can be chosen is determined by background and GM fiat). Those characters who originate in Ubrekt begin play with [[Ubrekti]] and [[Hakni]].&lt;br /&gt;
&lt;br /&gt;
===SRD Language Equivalents===&lt;br /&gt;
Ubrekti serves as a stand-in for Common; it is spoken among people of any amount of learning on the Mainland, but is not completely universal, and may not be understood by commoner, or more isolated, people. Many of the demihuman races have a language named after their race ([[Gnomish(Language)|Gnomish]] for the [[Gnomes]], [[Dwarvish(Language)|Dwarvish]] for the [[Dwarves]]), but languages are generally regionally named ([[Odessan(Language)|Odessan]],[[Flanneri]]).&lt;br /&gt;
&lt;br /&gt;
===Learning Language===&lt;br /&gt;
Whenever a new language is learned, a teacher of the language must somehow be procured, and some amount of storyline-appropriate time must past before the language is actually learned. Learning a language learns it both in spoken and written form, if applicable (some languages have no alphabet, and some languages are no longer spoken), unless the character is a [[Barbarian]], in which case only spoken variants are learned (assuming the Barbarian has not acquired literacy from some source).&lt;br /&gt;
&lt;br /&gt;
===Related Languages===&lt;br /&gt;
Some languages are related closely enough that speakers of one can understand speakers of another. If this is the case, it will be noted in the page of that language.&lt;br /&gt;
&lt;br /&gt;
*placeholder for some mechanics to be hashed out in discussion*&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
&lt;br /&gt;
The SRD reference (the Speak Language skill page) is [http://www.d20srd.org/srd/skills/SpeakLanguage.htm here].&lt;br /&gt;
&lt;br /&gt;
Refer to the [[List of Languages]] for details on specific languages, and a list of available languages.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Anise%27s_Character_Sheet_(3.5e)&amp;diff=4076</id>
		<title>Talk:Anise&#039;s Character Sheet (3.5e)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Anise%27s_Character_Sheet_(3.5e)&amp;diff=4076"/>
		<updated>2010-02-17T17:27:12Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pretty awesome that you&#039;re on the wiki bandwagon.&lt;br /&gt;
&lt;br /&gt;
Also, I may be wrong in this, but I&#039;m pretty sure that, being Odessan, you get Odessan and Ubrekti for free at first level, meaning you need one more language for a bonus language (it&#039;s the only way that Kib&#039;s languages add up, so I&#039;m assuming that&#039;s what happened--I&#039;d have to sift through tons of old posts and logs to actually find where that got discussed). As far as what to choose, Fresian has a good chance of being important in the future, and is only spoken by our sorcerer. Gnomish is the one language you don&#039;t have that everyone else in the party speaks, so that&#039;s a possibility (but don&#039;t worry about not being understood--everyone also knows Ubrekti, and everyone but possibly Gilerl knows Dwarvish, too). There&#039;s also always Flanneri,Petaran,Bedowyld and Hakni if you want to improve the party&#039;s coverage. The possibilities abound!-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Oh hay, you&#039;re an Elf now. I assume you&#039;ve mentioned that to Abs--Elves are extreme rarities on the Mainland, so it&#039;s definitely something he&#039;d have to be chill with. On the plus side, you get to know Sidhe! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: You know what kind of vetting goes on here? Please! Speaking of which, I&#039;m still waiting for that third letter of reference about you. -gm&lt;br /&gt;
:: In the mail, I swear. God&#039;s a busy guy these days. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
Man, this continent is just sick with damn dirty elves these days. If WoW is any indicator, everything goes downhill when the fucking points show up. --[[User:192.147.58.6|192.147.58.6]]&lt;br /&gt;
:PREACH IT. Hopefully Feantari can pull it off, and with any luck, she&#039;ll be acting human for a good long time anyway. &lt;br /&gt;
::: Well, if my past campaigns are any indicator, everything goes downhill when the PCs show up. -gm&lt;br /&gt;
:::: Holy crap dude, learn to deal with edit conflicts. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: When in doubt, blame an elf. I don&#039;t trust em one bit. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: I&#039;m pretty elfist myself. I think it&#039;s hard to trust a race that sounds so much like a basement-dweller&#039;s wet dream. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Oy you keep your dirty elf hatin&#039; outa mah char sheet! &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; :-P I&#039;m pretty excited about testing it out, but yeah definitely a pretty messed up character. Though the elves in this setting should be much more interesting (read: less annoying) than your typical D&amp;amp;D elf. - [[User:Feantari|Feantari]]&lt;br /&gt;
:::::::: Jones&#039; elves live miserable existences. I&#039;ve gamed with him for over a decade and I can tell you for certain that he&#039;s a closet elf-hater himself. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::::::: I think the moral of the story is that, really, nobody wants to live forever. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::::::: That&#039;s funny... I was just telling my wife last night that I would choose to be immortal in a second even though it would mean I&#039;d have to watch her die. Went over like a turd in a punchbowl, as it were. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::::::::: I&#039;m sorta looking forward to playing the character in crappy situation.  It lets you explore some pretty dark and sucky stuff that doesn&#039;t often crop up in these sorts of games. -[[User:Feantari|Feantari]]&lt;br /&gt;
:Haha, word. Yeah, it should be fun--I&#039;m personally a big fan of metagame. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::Oh, by the way.  I&#039;m still listing her as human on the main sheet... I might change it back and write up something similar to what you had in there now that things are in the wind.. still debating that. (also ahhh edits)-[[User:Feantari|Feantari]]&lt;br /&gt;
:::Actually, the way you have it now is perfect, because it doesn&#039;t reveal her identity unless you click the character sheet link, which has &amp;quot;SPOILER&amp;quot; in big text around it. Of course, I blabbed in MFC chat, but in all fairness, Abs should have expected me to audit and wonder anyway.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::Yeah it&#039;s fine.. I wasn&#039;t warned of crazy wiki lurkers that would reconnect sheets and what not. :-P I was going to just put in some fake stuff to cover for being human, but I figured that was a little skeezy since this was the spoilers section and all. -[[User:Feantari|Feantari]]&lt;br /&gt;
:::::It&#039;s definitely tough once you start having to explain things like why you only put 32 skill points instead of 36, why you&#039;re missing a feat, and such things. Since the sheet and the character page are separate, this is definitely the easiest way to do it. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Well, I hate to speak for her, but I imagine your... ah.. fastidious eye to detail was part of the reason she did not bother. ;) -gm&lt;br /&gt;
::::::: Somewhat, I was going to toss in things that wouldn&#039;t come up much, but I wouldn&#039;t want to cause any arguements over things. - [[User:Feantari|Feantari]]&lt;br /&gt;
Arg, what was that orc&#039;s name? Something with a G... -[[User:Feantari|Feantari]]&lt;br /&gt;
: I could probably check the campaign log. -gm&lt;br /&gt;
:: Unrelated to anything, I really dig the surname &amp;quot;Duvaccet&amp;quot; -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Gildenhome&amp;diff=4069</id>
		<title>Talk:Gildenhome</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Gildenhome&amp;diff=4069"/>
		<updated>2010-02-17T17:14:39Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is slavery in Gildenhome widespread, or limited to Kred?  Does it include all Servitor races, or just kobolds?  I would imagine that in the absence of a capital-based alternative (i.e., factories), that slavery is an almost unmitigated boon on the economy, excepting the issues of rebellion and so forth (along with Abolitionist sentiment within the kingdoms).  Is this the case?  Also, the [[Masked Gnome]] notwithstanding, is Gnomish sympathy for the plight of the kobolds--and Servitor races in general, if applicable--widespread?-[[User:Slitherrr|Slitherrr]] 13:40, 23 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: See also, [[Slavery]]. As far as the other stuff goes. &amp;quot;Abolitionist Sentiment&amp;quot; is essentially non-existent. In our world, it is based on an understanding of the bonds of humanity that tie slave to freeman. That sentiment does not exist when your slaves are, quite literally, monsters. Though gnomes never kept slaves during the Vassalage, one could argue that was far more due to the logistical problems rather than the generally freedom-loving attitude of the Gnomes.  (Dwarves, medium sized creatures, have no problem bossing around small sized creatures.) Among his own kind, it would probably cause a shrug and a chuckle (the Gnomish response to almost any seemingly insane or inexplicable action taken by another Gnome), but among the Dwarves it would be much closer to attacking a bedrock of Dwarven civilization. Dwarves are lucky in this regard as well, as they have tons of Goblins and Kobolds to snatch up in the scar. The sorts of servitors humans most often deal with - orcs, hobgoblins, and shahugan - are far to dangerous to be kept as slaves.   &lt;br /&gt;
: As to races, generally only Goblin and Kobold. While in some cases, such as with the War College, giant-kin are magically impressed into service, generally speaking slaves are used for hard labor and tasks dwarves have little skill at. Agriculture, as a major example. They are never used for military service, and it&#039;s actually against the law to arm them. (Which probably explains why the &amp;quot;Arena&amp;quot; is hidden underground behind a passworded front establishment)  -gm&lt;br /&gt;
&lt;br /&gt;
:: Re: The Gnomes, I was wondering because the Gnomes had spent some time as vassals to the Dwarves.  It&#039;s perfectly natural for a freed race to go and then oppress another, but I figured it&#039;d be more likely for them to at least think about the idea of Kobold freedom. -[[User:Slitherrr|Slitherrr]] 23:11, 23 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I need some reference, since these maps don&#039;t have city names and I&#039;m a little hazy. Which of the dots on the Gildenhome map are Draglet? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: Heh, I should get on that. Draglet may or may not be on the map, but it&#039;s in the south and west of Gildenhome, on the border with Fresia. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Kib_Absold&amp;diff=3992</id>
		<title>Talk:Kib Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Kib_Absold&amp;diff=3992"/>
		<updated>2010-02-16T17:14:10Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note to self--get more details &#039;&#039;vis a vis&#039;&#039; Celstia and Alexia--what was Kib doing there?  What enemies did he fight?  What enemies did he make?  Would he be known in either nation? &lt;br /&gt;
&lt;br /&gt;
I&#039;m thinking that, generally, his leadership would have been squad-level, the equivalent of a second lieutenant.  I hadn&#039;t thought about whether he was infantry or cavalry--infantry makes more sense if he keeps going with the pole-arm focus, but he has enough ride that cavalry with shield and mace is quite reasonable, although he wouldn&#039;t have been particularly well-armored for the task. -[[User:Slitherrr|Slitherrr]] 13:13, 24 September 2009 (EDT)&lt;br /&gt;
: Probably an infantryman. As a 1st level guy, probably not at the point where he&#039;d have achieved any renown. -gm&lt;br /&gt;
:: I&#039;ll agree that there wouldn&#039;t be much renown.  I don&#039;t know how much time he would have spent getting to know anyone, either, but I suppose it depends on what he was doing in either place.  If he spent some of his time garrisoning, for instance, he might have gotten friendly (or unfriendly) with any number of inhabitants.  He&#039;d also know the men he lead, and perhaps an officer or two, but that goes without saying. -[[User:Slitherrr|Slitherrr]] 22:43, 24 September 2009 (EDT)&lt;br /&gt;
::: All that sounds about right, and he might even have achieved some level of honor and distinction, but I don&#039;t think genuine renown really kick in until about levels 6-9. ;) Feel free to expound or invent backstory, I think you have as good a feel for this world as anyone by now.  -gm&lt;br /&gt;
&lt;br /&gt;
Ok, he&#039;s got history, now to give him personality. So far he&#039;s just been a good man&#039;s Good Man--follows the rules, but isn&#039;t a stickler, patient with other peoples&#039; foibles, and so on. I&#039;m thinking that, to help balance him out, he&#039;s going to need a vengeful streak, of which he&#039;s essentially unaware.&lt;br /&gt;
&lt;br /&gt;
That being the case, he has a pretty good score to settle with the Beholder guy. While he has pressing issues in Draglet, and eventually far West, to get to, he&#039;ll probably find some pretext or other to seek the Cultists out. Step one, then, would probably be to ask around while he has some downtime in Kred.&lt;br /&gt;
&lt;br /&gt;
Speaking of far West, what would be the most accepted way to travel that direction? I suppose shallow-water ships make the route, but if the storms regularly come close to the shore, then maybe not.&lt;br /&gt;
Mental note: Ranks in Gather Information. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Kib is pretty awesome. I feel like Germain would like him if he met him. A little less stressful than traveling with Mose and Al (who mean well but have a permanent foot-in-mouth). --[[User:Msallen|Msallen]] 13:28, 16 December 2009 (EST)&lt;br /&gt;
:He&#039;s good for keeping things moving, because the no-nonsense-if-rather-bland sentiment pushes in the direction of action in a party full of newbie players who don&#039;t really have the same expectations of where to take the action next. The leadership role does mean he tends to steal the focus, though, especially in conversation, which is why I&#039;m glad that Thed&#039;s player is getting some good spot time. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: Pretty much Germain&#039;s role too... possibly more so since its really the only things he good at as a skill monkey. --[[User:Msallen|Msallen]] 13:44, 16 December 2009 (EST)&lt;br /&gt;
:On that note, to the GM: What do you think about gently nudging Thoven into some action? I think Pete is content to mostly sit around and watch us, reacting when need be, but I also think he&#039;d have fun being pushed into something that requires his role, and maybe a little talky-talk. Same goes for Dev, but I think he might be harder to figure out--&amp;quot;Point him to an enemy and watch him bash, pet him on the head when he&#039;s good&amp;quot; is almost the only way I know how to interact with his character. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
:: 1. Personality : Good Man&#039;s Good Man is good enough for me, really. If you feel the need to add stuff, feel free. He only sometimes steals the show, though, IMHO. I don&#039;t think he really &amp;quot;steals&amp;quot; it, necessarily - he&#039;s clearly the leader, which means the party naturally defers to him. Trust me, I&#039;ve seen the flip side of this coin, which ends up with a lot of RP and glacial progress. Both are good, in their own ways, but I think the MeFighters are in the traditional Risk-And-Dearing-Do category of adventurers than the Intrigue and Angst proclivities of the other group. I&#039;m generally content to let players take whatever role they&#039;re comfortable with - I&#039;m not one to dictate how people have fun, so I can find room at my table for all types. For what it&#039;s worth, Thoven showed his stuff with the smugglers of Kred, I thought. I think Thoven is just kind of aloof. :) I think Dev just seems underwhelming of late because he&#039;s been regented: when Dev has not wrestled with connection problems and been there to play the whole time, I&#039;d argue he probably has more personality than anyone in either group. I also think Thoven actually does pretty well in the city environment - high Chr, good diplo skills, smuggling background - and is sort of out of his element in the boonies. &lt;br /&gt;
::: Right, being back in more settled areas will be good for Thoven. He also needs a familiar. Like, really.&lt;br /&gt;
::: Developing Kib&#039;s personality is solely to make him more interesting to me. I do like playing with his backstory, though. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: 2. The cultists, BTW, were the very DEFINITION of a random encounter. Of cours, even my random encounters have twenty pages of mental backstory, so I&#039;m sure they&#039;re still up to whatever they are up to. Research would definatly be in order to dig up any leads in that direction. &lt;br /&gt;
::: Yeah, I figured as much. It&#039;s as good a hook as any, and it&#039;d be pretty sweet to have that helmet. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: 3. Germain: Germain has no talents or use outside of the boardroom, courtroom, school room, or dining room. I think Kib is a lot more like Quin, all things considered: a generally stand-up adventurer sort, with good skills and a diverse pool of abilities and talents. I can safely say everyone would find Mose intolerable. &lt;br /&gt;
::: True that. I like Quinn too. Does he have any social skills, though? --[[User:Msallen|Msallen]] 17:09, 16 December 2009 (EST)&lt;br /&gt;
:::: Nothing at +14. I think if professional had been available when he generated, he would have started 1/1. -gm&lt;br /&gt;
:: &amp;amp;c: Don&#039;t get excited, crossovers would be unlikely before level 10. (You think I didn&#039;t already have that in the works the moment I fired up a second group?)&lt;br /&gt;
:: Also: I love Germain, and he&#039;s a major asset to the party, but the idea that he in any way, shape, or form &amp;quot;keeps things moving&amp;quot; is laughable. His penchant for complex plans and meticulous contingencies hardly keeps things moving. Didn&#039;t it take you guys two hours of IRL time to accept a dinner invitation from the Mayor? -gm&lt;br /&gt;
::: It would have taken 4 if it was just Mose and Al... assuming we didn&#039;t just attack the messenger and hide in the swamp. You went on and on about how much faster things were moving once I showed up. Especially at the Scragg fight. Without my plan notes, everyone forgets their plan after half an hour and has to rethink everyhing. There is a reason we only have one combat per game ;) --[[User:Msallen|Msallen]] 17:09, 16 December 2009 (EST)&lt;br /&gt;
:::: This is true. In game notes are a big win, especially when there gets to be threads to follow beyond &amp;quot;Go here, kill this guy.&amp;quot; I&#039;m actually kind of surprised Al wanted to go to the aid of the lizard people, I really was not expecting that. Maybe it&#039;s just your incessant mic spam that slows us down. ;)&lt;br /&gt;
::::: Oh yea... true that about mic spam. You know what season it is, btw?&lt;br /&gt;
::::: EGGNOG SEASON! --[[User:Msallen|Msallen]] 17:22, 16 December 2009 (EST)&lt;br /&gt;
:::::: Damn straight, brother. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Careful. Last eggnog season Matt had to kick me out of voice chat after I drank 2/3 a knob creek and a quart of eggnog. Not just obnoxious, but the eggnog alone (without the whiskey) would have been a rough hangover :| --[[User:Msallen|Msallen]] 17:28, 16 December 2009 (EST)&lt;br /&gt;
:::::::: Looks like we&#039;re in the off season until January. Big plans in 2010. -gm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Way to be proactive with those contacts. -gm&lt;br /&gt;
: My favorite part about Kib&#039;s attempts at tidiness is his uncanny knack for being covered in kobold shit and zombie bile. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Blessed_Companies&amp;diff=3982</id>
		<title>Blessed Companies</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Blessed_Companies&amp;diff=3982"/>
		<updated>2010-02-16T16:17:30Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: New page: The Blessed Companies are the three independent mercenary companies who provide manpower for the Arch-Warden&amp;#039;s elite personal guard. The three Blessed Companies are:   1. [[The Hammerhands...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Blessed Companies are the three independent mercenary companies who provide manpower for the Arch-Warden&#039;s elite personal guard. The three Blessed Companies are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. [[The Hammerhands]]&lt;br /&gt;
&lt;br /&gt;
2. [[Wyvern&#039;s Watch]]&lt;br /&gt;
&lt;br /&gt;
3. [[The Bog Wraiths]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Team_MeFight_Twelfth_Session&amp;diff=3887</id>
		<title>Talk:Team MeFight Twelfth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Team_MeFight_Twelfth_Session&amp;diff=3887"/>
		<updated>2010-02-12T19:48:25Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HEY. BITCHES. STEP IT UP. I GOTTA KNOW THE STORY, YO. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Happy? -gm&lt;br /&gt;
:: Haha, yes. ZOMBEHS. What xps and stuffs? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Also, all the zombies are wiped up, or we&#039;re stuck in the stables trying to figure out how to eradicate them? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: I think your XP was already processed in FGII by Daniel, who was regenting, or myself. The Zombies are currently downed, but it&#039;s night time now, thus the making camp. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Team_MeFight_Twelfth_Session&amp;diff=3881</id>
		<title>Talk:Team MeFight Twelfth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Team_MeFight_Twelfth_Session&amp;diff=3881"/>
		<updated>2010-02-12T17:44:24Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HEY. BITCHES. STEP IT UP. I GOTTA KNOW THE STORY, YO. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Happy? -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Proposed_Feats&amp;diff=3870</id>
		<title>Talk:Proposed Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Proposed_Feats&amp;diff=3870"/>
		<updated>2010-02-09T14:31:54Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first two sprung forth from my twisted brain, the second two I found after a bit of searching on the D&amp;amp;D wiki.  I tried to model the first two on the Cleave chain. Since Cleave only happens on the relatively constricted event of an opponent&#039;s death, the Great Trip is more useful, so I put in the -4 per extra opponent restriction to try to even it up. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:Of course, the continued -4 per opponent makes it start to be pretty useless after a couple of enemies. Perhaps Grand Trip should reduce it to -2. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Hey Msallen, Matt said to point the combat intimidation feat to you. We&#039;re both of the opinion that it&#039;s overpowered as written, with a further addendum from him that a free action adds a whole lot of dice rolls. By itself, though, the Fighter class skill Intimidate could use a boost, like Improved Feint does with that. Perhaps cut it to making Intimidate checks as a move action, and ditch the demoralize all who are threatened capability? It&#039;s hard to weigh the effect of the saving throw and attack roll debuff against the DC loss and ability to perform sneak attacks, so such a feat might need a little more oomph to roll with that crowd. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I think I&#039;m with you guys. Actually looking at it briefly, the intimidate combat use might be better than bluff. I only have limited info here at work, but it looks like this is the breakdown:&lt;br /&gt;
:: demoralize: shaken (-2 attacks, saves, and ability checks) for 1 round&lt;br /&gt;
:: feint: flat-footed (no dex bonus, sneak attackable) for the &#039;&#039;feinting player&#039;s next attack&#039;&#039;&lt;br /&gt;
: I&#039;m not sure if I&#039;ve got it wrong, but it looks like bluff only works for the player using the skill, whereas everyone gets the benefit of the intimidate use. In which case, I would think that making the demoralize a move action will bring it in line in terms of power with the feint feat. The AoE intimidate, and perhaps also a &#039;flat-footed for a round&#039; bluff feat, would be good improved versions.&lt;br /&gt;
:: Good point, I didn&#039;t even see the player-only bit. It still means lots of rolls, but so does feint--gm will just have to hope nobody uses either of them! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Me either :( I just took it off my &#039;feats for germain&#039; list because it went from being a cool skill-based debuff to useless. I might have to work up my intimidate, on the other hand. On the subject of rolling, it would be perfectly reasonable to house-rule opposed checks so that one side is just a target number. Ie. feinting could just be a bluff check against a target number 10 + opponents sense motive. I never much liked opposed checks in 3.5 for statistical reasons.&lt;br /&gt;
:::: Changed into new proposed feats. Combat Intimidation is now two feats, with the second giving the option of debuffing all threatened opponents as a standard action. I made an improved Improved Feint in the same vein. Making it a standard action is provisional, because that would tend to mean that your best fighter (the guy with all those ranks in Intimidate) has to spend his action debuffing. It may be better suited as a move action. And yeah, opposed checks are annoying both statistically and dice-wise, but they also allow those clutch &amp;quot;I succeeded by rolling a 20 when he rolled a 1!&amp;quot; moments-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Do you think requiring sneak attack on greater feint makes sense? I would do BaB + imp. feint instead. Here is the pathfinder version of the feat, which is basically identical to ours (PF gets rid of flat-footed, but you can sneak attack anyone denied dex bonus). --[[User:Msallen|Msallen]] 11:46, 29 December 2009 (EST)&lt;br /&gt;
::::: http://www.d20pfsrd.com/feats/greater-feint-combat---final&lt;br /&gt;
::::::That&#039;s what flat-footed is, essentially, so I guess Pathfinder just opted for the simpler route of not using a special name for the particular situation. One thing that FGII really needs are state tickers that automatically decrement effects when the appropriate initiative comes up. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Well, they kept flat-footed, and most of the other conditions and status effects, so I&#039;m not really sure what their M.O. is. It looks like they gave flat-footed some more effects about opportunity attacks and such that they didn&#039;t want to make part of feint? --[[User:Msallen|Msallen]] 13:50, 29 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
EDIT WARS! You mother fuckers are going to play around and get this shit locked. &lt;br /&gt;
:: The bluff/feint also takes a standard action, so you give up one attack to make the next one flat-footed so it really does not add any new rolls (it replaces one or more attacks with one simple contested check - bluff vs. sense motive) Now, the whole shaken thing is a feature of the intimidate skill as a standard action, which is - if anything - underpowered as hell. (Give up your attacks for ONE round of shaken? Please.) My biggest problem with making it a free action, or any action that is going to happen with regularity, is that the mechanics involves relatively* complex calculations that will eat up clock, in a way that feints do not, rather than any real game balance issues. (Since the shaken state lasts almost no time at all) &lt;br /&gt;
:: * relative to, say, AC or a simple skill check, which use values already on your sheet, relatively unchanging and consistent. The Intimidate mechanics means calculating values using two different sheets, then futzing through opposed rolls that are modifier-heavy. Will likely add 20% to the length of combats, no lie. It is for this reason, above all others, I do not like it. Balance wise it makes intimidating in combat actually something useful. (That 1 round duration is the pits) -gm&lt;br /&gt;
:: &amp;quot;Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear).&amp;quot; &lt;br /&gt;
:: Now, that doesn&#039;t sound like that much, but imagine it in our last boss fight. A boss kobold, a boss goblin, vanilla goblins, and vanilla kobolds, all with different values for CR and Wis and, in some cases, modifiers for size and fear that change from *round to round*. It&#039;s not that such calculations are really difficult, but in aggregate I have a feeling it will bog down the already laggy 3.5e combats. -gm&lt;br /&gt;
: Why do edits confuse you so much? In any case, this isn&#039;t the complaint I was thinking it was. There probably isn&#039;t any way to make 3.5 less confusing or annoying in this respect. 4.0 pretty much fixed it, and pathfinder made it a little more standardized (with the 10+(level/2)+wis mod model more heavily used), but 3.5 your fucked. If you don&#039;t want to deal with this stuff, just scrap the feats. That said, as a general debuf as a move action, both are usable feats. --[[User:Msallen|Msallen]] 11:21, 29 December 2009 (EST)&lt;br /&gt;
:: Maybe rather than debuffing a whole squad for an action, put a condition on it (like, killed an ally), and make it last X number of turns, or something. So, for the language, &amp;quot;When slaying an opponent, you may opt to make an Intimidate check against a DC of (10 + opponent&#039;s Will save + fear modifiers) against all opponents you threaten. Any opponents who fail this check will be shaken for 3 turns.&amp;quot;. Keeping track of which opponents are still shaken will be a pain, but at least the check won&#039;t be happening every turn. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Balance isn&#039;t really the issue to me, not on a day&#039;s reflection. It&#039;s not too annoying or too confusing in general, but making the intimidate into a free action will cause these sort of calcs to be made regularly/every attack (horrible) rather than situational (great!) and having to keep track of a ton of different statuses is pretty much a nightmare scenario when you&#039;re talking about already running upwards of 30 different oppoenents. Germain has made good use of the Feint before, and it really doesn&#039;t drag things out. Gil doing Fear + Attack every turn? Much more of a slow down. . . I admit, when first proposed, I was worried about game balance, but looking at it and thinking about it (1 round?!?!) I think, if anything, that the feat makes that intimidate ability useful/up-to-grade level, but I just think combat is too slow as it is. So, yeah, my only real problem is I think this feat will detract from player&#039;s enjoyment because it will (1) slow down combats because of tons more rolling, (2) slow down combat because of a lot more maths, and (3) generate monumentally more bookkeeping for me, which will lower the FPS of the entire session. -gm&lt;br /&gt;
:: As to the edit thing - this is like the *third time* I&#039;ve had to try *more than twice* to post the same comments. -gm&lt;br /&gt;
::: WRT the feat, you do know that this is all in keeping with the &#039;improved feint&#039; feat, which lets you feint as a move action? So, with either feat, you could both feint/demoralize and attack every round. Not that it changes anything you say, but it wasn&#039;t clear to me whether you understood that --[[User:Msallen|Msallen]] 15:23, 29 December 2009 (EST)&lt;br /&gt;
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&lt;br /&gt;
:: Alright! Let&#039;s (finally) take a look at this page. &lt;br /&gt;
:: * Great Trip. Nice feat, actually. Needs higher BaB Req (+5-6?) and possibly Dex instead of strength. I can see, however, where this could potentially become abusive when paired with Combat Reflexes. (Hell, might even be worth making that a prereq, as well)&lt;br /&gt;
:: * Intimidate Feats: Nice. Well balanced without being excessively dice rolly. I would not even mind seeing Imp. Combat Intimidation have a radius range, maybe at the cost of making it a full action? Hmmm.&lt;br /&gt;
:: * Greater Feint : Doesn&#039;t seem terribly unbalanced, just seems like one more cooldown thing I&#039;ll have to keep up with in combat. Hmm.&lt;br /&gt;
:: * Defensive Trip : This one is not bad, but I&#039;d prefer only one of the two trip feats go live.&lt;br /&gt;
:: **Agreed. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: * Inspiring Leader : AoE Buffs are spells or class abilities only. :) &lt;br /&gt;
:: * Instant Awakening : I like the idea, but the mechanics are puzzling to me. Why a REFLEX save to wake up instantly, for example?&lt;br /&gt;
:: ** Reflexes kind of represent a second-sense idea, where you start moving before you&#039;re fully aware. It makes perfect sense to me. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: *** Ah, I can see that. I was thinking more will, because it&#039;s a snapping to awareness sort of thing. I guess either are alright, but whatevs, it&#039;s a workable concept, one way or the other. -gm&lt;br /&gt;
:: * Spear and Shield : I love this feat more than chocolate, as is. &lt;br /&gt;
:: * Pole Fighting: Don&#039;t mind it, like the idea. Think, probably, weapon focus in a specific polearm would make me happier with it.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Twelfth_Session&amp;diff=3869</id>
		<title>Team MeFight Twelfth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Twelfth_Session&amp;diff=3869"/>
		<updated>2010-02-09T14:27:59Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stuff.&lt;br /&gt;
&lt;br /&gt;
*Team found fields full of quick moving, but weak, kobold zombies. &lt;br /&gt;
*Met Anise, a ranger who helped with the zombie attack She was badly, badly injured and also hoped to use the farmhouse for shelter.&lt;br /&gt;
*Heard grunting and burping from stables.&lt;br /&gt;
*Heard characteristic zombie noises (low groans and moans) from inside farmhouse, which was boarded up. &lt;br /&gt;
*Decided to explore stable.&lt;br /&gt;
*Kib makes out short, fat, burping creature. Maybe a pig. Approaches stable stall.&lt;br /&gt;
*Pig turns out to be undead kobold, hideously bloated. &lt;br /&gt;
*Fat Kobold vomits up green bile on Kib. (Breath weapon cone, DC 15 Reflex to avoid)&lt;br /&gt;
*Zombies in house go apeshit and start smashing their way out. &lt;br /&gt;
*Kib tries to trip up the fat kobold, but he hobbles out of the way and charges Thoven.&lt;br /&gt;
*Thed shoot Fat Kobold, which EXPLODES in a 10&#039; radius of Bile, covering Thed and Thoven (DC 25 Reflex to avoid)&lt;br /&gt;
*Thed tries to use wand to clean off bile, has a bad UMDay. &lt;br /&gt;
*Zombies break through boarded up windows, doors, and rush the party. (Zombies from the house are Gnomes, not kobolds. Same sort of undead, however)&lt;br /&gt;
*Party masses up in barn, beats back horde. (Thanks in no small part to Gil, who kills probably 1/3 to 1/2 of them by himself.)&lt;br /&gt;
*Party wipes out Horde, retreats to stables to plan next action.&lt;br /&gt;
&lt;br /&gt;
Current Time: Just after sunset. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Characteristics of Swift Zombies:&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Highly Susceptible to Fire.&lt;br /&gt;
*Are not limited to partial actions.&lt;br /&gt;
*No Damage Resistance.&lt;br /&gt;
*Few hitpoints.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;Characteristics of Zombie Bile&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a player is covered in bile, he or she suffers the following effects : -1 to hit, -2 to AC, -5 Movement. Additionally, swift zombies will auto-charge anyone covered in boomer bile and attack them exclusively if they are within range.  Bile can be removed by jumping in a body of water, or it will naturally wear off in 5 rounds.&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Ship%27s_Wizards&amp;diff=3867</id>
		<title>Talk:Ship&#039;s Wizards</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Ship%27s_Wizards&amp;diff=3867"/>
		<updated>2010-02-09T14:13:11Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So are ships easy enough to build that the incentive is to destroy them rather than capture them? The big problem with fire is that it&#039;s pretty hard to go back from, even with bunches of &#039;&#039;Create Water&#039;&#039; spells. (Still not back, just spending some extra minutes in an internet cafe)-[[User:Slitherrr|Slitherrr]] 02:13, 9 February 2010 (EST)&lt;br /&gt;
: Well, Petrans won&#039;t let their ships get captured: they&#039;ll scuttle before they let mainlanders get ahold of the bombards. Likewise, what use does a dwarf have for a Odessan swift boat, or what use does an Odessan have for a huge, ponderous floating invasion platform. Generally speaking, naval combat is rare, but when it does happen, the Petrans and Odessans aim to sink, while the dwarves are more inclined to capture, simply based on their preference for boarding tactics over ranged attacks. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Odessan_Invasion&amp;diff=3843</id>
		<title>Talk:Odessan Invasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Odessan_Invasion&amp;diff=3843"/>
		<updated>2010-02-05T19:23:50Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The weather actually started out as an evil, icy rain that disrupted everything for some number of weeks before the rapid rise in temperature. The storm seemed to be centered on Iros Forge, though, FWIW.&lt;br /&gt;
Well, technically, all three of the major seafaring nations have beefy weather mages, none is particularly more renown than another. Odessan Ship&#039;s Mages are primarily first class evokers first and foremost.&lt;br /&gt;
Also: This is a good article -gm&lt;br /&gt;
: Yeah, there is too much for me to keep up with if I don&#039;t make some notes. Germain is going batshit trying to figure out who&#039;s fingers are in this. This page is styled after the [[Kathkallan Investigation]] entry I used to reason that out. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: I think this is a good idea, actually. I think it&#039;s good to keep a Quest Chain thread independent of the session notes. You&#039;ll be thankful, trust me. -gm&lt;br /&gt;
::: Excellent speculation. About time Germain pulls his weight. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Odessa&amp;diff=3798</id>
		<title>Talk:Odessa</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Odessa&amp;diff=3798"/>
		<updated>2010-02-02T19:44:44Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kib Absold]] uses a polearm, and an attachment is growing around that style of soldierly combat.  Perhaps this could become canon for the Odessan armed forces in general (the Swedes of this Realm)?&lt;br /&gt;
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-&lt;br /&gt;
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Afraid the pole arm is spoken for: you&#039;re looking for the [[Sentinel]] of Alexia. Odessan armies are longbow-fueled. (The kingdom, in the far past, had an alliance with the elves). Though, as it turns out, it&#039;s widely known the Doge of Alexia, and pretty much Alexia itself, is actually an Odessan puppet.&lt;br /&gt;
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-&lt;br /&gt;
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ODESSA RULES.&lt;br /&gt;
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I can dig that.  I&#039;ll just presume that I led pole-armed infantry divisions that supported the longbowmen.&lt;br /&gt;
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-&lt;br /&gt;
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Currently, Kib&#039;s origin is &amp;quot;somewhere in Odessa&amp;quot;.  Can we nail that down any?  I&#039;d picture him as probably being from the capital, or from the metropolitan area of the capital, given his father&#039;s past and current achievements and predicaments, but what would that place be like?  Is it an inland city with a large river access, or is it a port town?  Has it been the capital for quite a long time, or is the seat of the Monarchy relatively new to the area?  What&#039;s the racial make-up of the area?  Is everyone Alexandrian, or are there significantly large groups of people who worship something else? - [[User:Slitherrr|Slitherrr]] 23:26, 18 September 2009 (EDT)&lt;br /&gt;
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-&lt;br /&gt;
I think I accidentally deleted Matt&#039;s text? Eh, who cares. He&#039;s been getting a little bit cheeky lately. &lt;br /&gt;
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Man, way to keep me honest! I warn you, as Matt can attest, questions like these have a 60 percent chance of summoning a Wall of Text that lasts for one turn per level. As it turns out, some of these actually have canonical answers. &lt;br /&gt;
&lt;br /&gt;
Capital of Odessa is Cebridon. I have included a map that should answer most of your questions. [http://www.memphisgamers.com/img/cebridon-region.jpg] It has been the capital for quite a long time. Generally speaking, the world is conceived, essentially, as static one, where institutions cling together in a moribund stasis until the center cannot hold and a general realignment occurs. Like shipwrecked sailors clinging desperately to ever shrinking amounts of usable flotsam. War here is a Game of Kings more often than Total War, which means political borders do not change frequently and strong, stable cultures have developed in most non-borderlands. &lt;br /&gt;
&lt;br /&gt;
All of the nation states are more or less continuous from their origins in the far past, although that does not necessarily imply an unbroken rulership, and there were certainly Kingdoms of Antiquity that were broken by the Ubrekt. (Some modern states, mytically or in actuality, claim origins from these barbarian kingdoms) Odessa, Flannary, and Gildenhome have straight lines of succession for a fuck-long time, thousands of years before Alexandria, only one (flannary) is more or less an absolute monarchy. The Fresian culture goes back to Alexandrian time, but their level of decentralization means that there&#039;s not really an unbroken line of anything for any amount of time. Celestia was founded a few generations before Alexandria&#039;s birth. Ubrekt, despite being the oldest human nation, is actually not descended from the Ubrekt at all, but rather from the Human refugrees from Human Hakan displaced after Alexandria ceeded the Gnomes back their homeland. Prior to that, it was run by the priests of Maya, the demigoddess of peace, who was ceeded the territory after the last Ubrekt was killed. Which means that the Gnomish homeland, along with Alexia, are products of the Prophet&#039;s War and Alexandria&#039;s direct intervention. &lt;br /&gt;
&lt;br /&gt;
In this current alignment, the ties that bind are the Alexandrian Church, which was cobbled together by a coalition of the disparate (and now godless) clerics of the world, the original sidekicks (AKA High Level PCs) of Alexandria), and the Dwarven Clans that abandoned Arek during the Prophet&#039;s War**. (Who were given free reign to do their own internal Tokugawa-style realignment.) In its most early stages, it essentially parlayed dwarven gold and monopoly on divine spellcasting into a strange sort of temporal control. Since direct contact with Alexandria is utterly non-existence, the church is left to be a pretty much self regulating and self policing group. 1400 since the inception of the church, there is essentially no other game in town. Alexandria&#039;s Crusade was such a vast affair, it left no society untouched, and it plays a role even to the non-Alexandrian peoples of Petara and the Ulan. &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
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** Dear Matt - Remember all those times I have alluded to some Serious Compromises required by the Stand in order to close the deal? The Dwarves as a whole were essentially double down on Arek by this point, so some distasteful alliances needed to be made, even with the assistance of The Lost. (Whose assistance, Dwarven scholars insist, is greatly overstated by the writers of the Testimonals.) -gm&lt;br /&gt;
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** Sayid approves of serious moral compromises when the goal is to cement absolute power. -[[User:Msallen|Msallen]] 00:17, 20 September 2009 (EDT)&lt;br /&gt;
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*** It might also be helpful to throw in mose&#039;s face that his people were mostly bad guys in the A Fight That Mattered. ;) &lt;br /&gt;
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-&lt;br /&gt;
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::Awesome, I love it.  I also had a question about King Aden, but evidently I edited it out for some reason.  How do Odessans feel about the King?  Does he delegate a lot of his authority, or is he very hands-on?  Would Kib know what the guy looks like (possibly, seeing him at from the ranks at a military ceremony, or from nearby as his dad is awarded the title he used to hold)?  Is he about as militant as everyone else in the incessant struggles you mentioned above, or is he more or less aggressive?&lt;br /&gt;
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::Also, I&#039;m going to make up a borough that is kind of an extension of Cebridon, like Westminster is an extension of London, or Brooklyn of New York, unless you already have that planned out. -[[User:Slitherrr|Slitherrr]] 01:12, 20 September 2009 (EDT)&lt;br /&gt;
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::: Glad you enjoy it. I think you&#039;ll come to find that the world as currently devised is a curious mix of insanely detailed (history, geneology, theology, cultures, mechanics) and almost totally ignored (anywhere the PCs are not likely to go, or have never gone.) The wiki has been a great outlet to collaborate and fill in gaps. Good question. Generally speaking, The Crown is respected and admired, even if the individual wearing it is seen as a general nincompoop. Which, just for the record, king Aden is not. Alright, you know what, you made me do this with all your nagging : [[King Aden]]. Wot Will Not Be Covered There : I&#039;d say Aden, especially as a resident of the city, certainly know what the man looks like. He is not a recluse or anything, and royals are not shy about putting their likeness up on things. And maybe even on money. Most gold and silver coinage is actually created by the church through mandatory tithes for the purpose. (Another means of control, actually. The church founders were cagey, and built their institution around what would today be called &amp;quot;soft power.&amp;quot;) Lesser coinage (copper) is minted at the national level, and the Wydmoor Mint actually produces Electrum Pieces which, I thought, was a clever little abuse of a loophole. Even if the purchase of title is not enough to warrant the kings attention, regular attendance at could would catch one sight of him. &lt;br /&gt;
&lt;br /&gt;
Funny thing about the title purchase. Your father would have been one of the first to be allowed such an honor in several centuries, if not longer, and even then it was very rare. It actually now becomes somewhat important to pin down exactly WHEN the rank was acquired, as there are very valid narrative reasons that the king would be trying to raise lots of money. I just can&#039;t tell them to you here. Or possibly at all, actually, since it&#039;s very probably tied into your own backstory. Were you thinking closer to the 5, 10, or 20 year mark? -gm&lt;br /&gt;
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::: No plans at this time, so go wild. The only city I&#039;ve put any real time into, obviously, is Wydmoor. I like what you&#039;ve done with the city so far. As matt suggested, I&#039;m a big believer in colaboration, so feel free to go wild. It might sometimes feel that canon is something of a Gnonstic Mystery since so much of it is basically in my head and hidden from view. I know that all of Matt&#039;s articles have had small deviations from canon, which are easy enough for me to tweak. -gm&lt;br /&gt;
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::::Aaugh, please sign, especially since you&#039;re both named Matt!  But anyways, Kib was probably the first of the children to actually spend a significant amount of his life being groomed into the nobility, and would have represented a very proud achievement for his father as the first of his line to become an officer in the military.  I&#039;m leaning towards 15-20 years (Kib&#039;s age on my local sheet is 24).  I suppose that Kib&#039;s family would have a bit of celebrity status, then, if it&#039;s been so long since a title was sold.  Kib, then, both as kind of the family&#039;s first footing into the nobility (being the first to grow up as a noble), in a family that is under a lot of scrutiny, would have ample pressure to want to restore his family&#039;s honor.-[[User:Slitherrr|Slitherrr]] 12:23, 20 September 2009 (EDT)&lt;br /&gt;
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::::: Sorry, heh. ;) Celebrity, and probably some bit of noterity among the nobles, who probably don&#039;t look with a great deal of respect on the elevated nobility. I&#039;d imagine the bought titles were the brainchild of Hedrafax Kaine, who would have been Finance Minster at the time, and is pretty well known for interesting and creative schemes to raise coin. -gm&lt;br /&gt;
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-&lt;br /&gt;
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So, since traditionalism is a big part of Odessan culture, I&#039;m assuming that extends to the roles members of society play, both on the spectrum of commoner to noblema, as well as between men and women.  I also suppose this would make Kib&#039;s father a bit of an iconoclast, since he sought to break himself and his family out of the traditional craftsman role.&lt;br /&gt;
&lt;br /&gt;
What are some of the traditions Odessans hold?  If the people are generally stoic, then there must be families who have been farming the same plot for the same aristocrats for generations.  Is there much of a middle class, or does a relative lack of desire for upward mobility help keep it small (in addition to whatever other factors keep people from being able to improve their own lots)?  Are women confined more-or-less to the home (and possibly the Alexandrian clergy), or do they occupy many of the same positions as men?  Are most marriages arranged between families, or is it common for men and women to court the others&#039; affections?&lt;br /&gt;
&lt;br /&gt;
On a different tack, is the phenomenon of keeping Servitor races as slaves also common in Odessa, or is that limited to Gildenhome?  Also, is it common for Odessans to keep non-Servitor races as slaves?-[[User:Slitherrr|Slitherrr]] 13:32, 23 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I&#039;d say that you&#039;re largely correct, which is a pretty common archtype in British culture, I think. I think, however, there is probably less friction between classes than in, say, Flannary. I&#039;d go as far as to say that individual title holders generally have smaller claims, leading to a more close interaction between peasant and lord. I&#039;d say the middle class is almost exclusive to the cities, since most artisan work done in the countryside is probably done through the lord&#039;s manor faclities rather than a widespread middle class. I&#039;d say, however, that the middle class plays a VERY prominent role in the cities, probably even to the degree that there is even more distinction between city and country folk socially/culturally. There&#039;s not a lot of mobility, but the culture is not ossified. Generally speaking, if your father&#039;s elevation was controversial, it&#039;s probably because it came through pure coin as opposed to military valor, the more common rational behind grants of noblity. &lt;br /&gt;
: Patriarchy. Existant, surely, but much reduced, as might be expected when one&#039;s culture worships a singular female godhead and savior, though its degree is variable from culture to culture. Odessa is generally fairly progressive in such matters. I can&#039;t think of any places that take the Own-Em-And-Lock-Em-Away model of courtship, not even The Ulan. Personally, I think the existance of magic in a world acts as a social equalizer and technology stunter. I think, really, to the marriage question, it&#039;s the typical mixture of being allowed discretion on choice, but expecting a high degree of family input. &lt;br /&gt;
: For once, I actually had an answer done before you asked! Which you had no way of knowing, since I forgot to put the article about  [[Slavery]] on the front page. ;) -gm&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Does Germain know (or at least suspect) that Eddie is an Odessan (it is the sort of thing he would have tried to figure out, in general)? Given recent events, it would certainly make Germ suspicious, although he would probably err on the side believing the Edster. The Germ will probably try to use it to suss out some info from Eddie about his background, however. --[[User:Msallen|Msallen]]&lt;br /&gt;
: Hmm. It&#039;s never come up, but I&#039;d say he seems more odessan than anything. -gm&lt;br /&gt;
----&lt;br /&gt;
Elves: almond eyes, preternatural grace, allied with Odessans. Germain &amp;quot;read about that shit&amp;quot; in a book once. --[[User:Msallen|Msallen]]&lt;br /&gt;
: Did that book show elves that have beards? -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=3645</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=3645"/>
		<updated>2010-01-27T14:27:32Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: /* &amp;#039;&amp;#039;&amp;#039;Useful Stuff&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[Team MeFight Sessions]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Useful Stuff&#039;&#039;&#039; ==&lt;br /&gt;
[[Roadwater]], [[Combat Quick Reference]]; [[:Category:Tables|Tables!]]; A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
Complete = *&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;All Stars (Wydmoor Free City)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 [[Al]], [[Humans|Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
 [[Germain]], [[Humans|Human]] [[Wydmoor City Guard|City Guardsman]] - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
 [[Kimika]], [[Halflings|Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
 [[LE]], [[Humans|Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&lt;br /&gt;
&lt;br /&gt;
 [[Mose]], [[Dwarves|Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]])&lt;br /&gt;
&lt;br /&gt;
 [[Quinalin]], [[Humans|Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:____|Daniel]])&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomes|Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039; Team MeFight (Kred Region, Gildenhome)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:MeFight Session Notes | Team MeFight Session Notes]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;[[Thed]]&amp;quot;, [[Gnomes|Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
 [[Kib Absold]], [[Humans|Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]])&lt;br /&gt;
&lt;br /&gt;
 [[Gilerl]], [[Wild Gnomes|Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
 [[Thoven]], [[Dwarves|Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomes|Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) (Former)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Table:_Class_Skills&amp;diff=3517</id>
		<title>Talk:Table: Class Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Table:_Class_Skills&amp;diff=3517"/>
		<updated>2010-01-20T17:57:58Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looking at this table, I now realize that anything with Ride as a class skill also has Handle Animal. My bad. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Yeah. I would be surprised if it were not so. Isn&#039;t Handle Animal stuff like knowing how to take care of your mount? Anyway, the situation with Gnob was more, Ride = The Horse You Are On. Handle Animal = A Horse Someone Else Is On. Even if Fighter&#039;s did not have Handle Animal, that&#039;d be the skill to check to grab control of a horse they&#039;re not &amp;quot;ride&amp;quot;ing. -gm&lt;br /&gt;
:: Well, except grabbing someone else&#039;s reins really is more of an Opposed Ride check, because it&#039;s more about getting into better position. In Gnob&#039;s case, though, the horse was still in control of itself, so Handle Animal still applies. My interpretation would be that, in general, Handle Animal for when the horse is in control of itself (aside from the process of mounting), and Ride for when the horse is under any rider&#039;s (not just your) control, since the rider generally has final say over where the horse goes.&lt;br /&gt;
:: When I thought that Fighters and Paladins didn&#039;t have Handle Animal as a class skill, I was thinking that Ride just covered Handle Animal-type actions with mounts, because it would make up for the lack of general animal knowledge. After all, getting a horse to calm down and stuff is definitely within the Fighter and Paladin schticks (especially since Paladin gets a special mount as a class ability). Since Handle Animal is a class skill for both of those, I have revised my thinking. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: As I understood it, Ride is a physical skill that covers your competence on and around a horse (hence being dex based). Things like getting on a horse quickly, staying on a horse in combat, getting off a running horse, etc. Handle animal is used for interacting with a horse--mostly getting it to do things it might not otherwise do (cha based). Getting a horse to charge into a pike line, run down a steep hill, or leading a horse to water and making him drink. I think the section on mounted combat has some examples of this sort of stuff. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: Find me a specific ruling about taking control of a mount directly controlled by another is a ride check, and it&#039;ll be ride. The very word &amp;quot;ride&amp;quot; implies that you are sitting on top of a mount. Until then, fucking with someone else&#039;s mount will be Handle Animal, or, if we want to get excessively rules-lawyerly about it, it will simply explicitly disallowed as it is not specifically stated as being an option under any skill. I suppose we can really make this a hill worth dying on and go with the nonsensical ride check. In that case, I look forward to your next encounter. I promise you it will not be a ranger running around getting you guys tossed and trampled by simply coming up next to you and making a Ride Checks and then forcing all your mounts to run off with simple ride checks. That would be petty and vindictive, with the only upside being it proves my point about it making no sense.  &lt;br /&gt;
:::: For the record, what I actually did was a contested roll: Your Handle Animal vs. Gnob&#039;s Ride, and I stand by that. Next time Gnob tries to ride off, it will once again be the check. ;) -gm&lt;br /&gt;
:::: I think I accidentally deleted a bunch of stuff? Another simuledit FTL! :) Sorry. -gm&lt;br /&gt;
::::: Yeah, we did sort of resolve a lot of stuff. I actually think the given rules are a little silly around this issue. It seems like the printed rules fold a lot of actions that I would consider handle animal into ride, like forcing a mount to ride into a dangerous situation. I assume this is to balance the skills around mounted fighters that might not want to sink all 2 of their skill points into animal related stuff every level. So the rules sort of read like Ride is used when you have your hands on the animal, which makes the situation that apparently occurred in that last game ambiguous, since both actors had their hands on the animal. IMO, I would think it should be an opposed handle animal roll if two people are trying to issue competing commands to an animal. But ride is clearly *not* limited to just the athletic parts of riding a mount as I had previously assumed. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: Yeah, some sort of opposed roll is in order, clearly. In the case of Gnob, it hardly matters, since Kib is going to out roll him on all but the worst days, but I&#039;d rather have the argument done and resolved over something trifling rather than something pivot. Now that Mattie has his warhorse, I&#039;m doubly interested in parsing this stuff out: he&#039;s the only person on earth who can out rule-lawyer me on every day of the week. My personal rule of thumb has thus far been : if you&#039;re climbing on it or sitting on it - ride. Otherwise - handle animal. It&#039;s as good a rule of thumb as any, and frankly I&#039;m a little surprised the rule book doesn&#039;t cover it at all. Ah, finally have a real-life Ask The Sage question and there is no more sage! -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Table:_Class_Skills&amp;diff=3514</id>
		<title>Talk:Table: Class Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Table:_Class_Skills&amp;diff=3514"/>
		<updated>2010-01-20T17:32:02Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looking at this table, I now realize that anything with Ride as a class skill also has Handle Animal. My bad. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Yeah. I would be surprised if it were not so. Isn&#039;t Handle Animal stuff like knowing how to take care of your mount? Anyway, the situation with Gnob was more, Ride = The Horse You Are On. Handle Animal = A Horse Someone Else Is On. Even if Fighter&#039;s did not have Handle Animal, that&#039;d be the skill to check to grab control of a horse they&#039;re not &amp;quot;ride&amp;quot;ing. -gm&lt;br /&gt;
:: Well, except grabbing someone else&#039;s reins really is more of an Opposed Ride check, because it&#039;s more about getting into better position. In Gnob&#039;s case, though, the horse was still in control of itself, so Handle Animal still applies. My interpretation would be that, in general, Handle Animal for when the horse is in control of itself (aside from the process of mounting), and Ride for when the horse is under any rider&#039;s (not just your) control, since the rider generally has final say over where the horse goes.&lt;br /&gt;
:: When I thought that Fighters and Paladins didn&#039;t have Handle Animal as a class skill, I was thinking that Ride just covered Handle Animal-type actions with mounts, because it would make up for the lack of general animal knowledge. After all, getting a horse to calm down and stuff is definitely within the Fighter and Paladin schticks (especially since Paladin gets a special mount as a class ability). Since Handle Animal is a class skill for both of those, I have revised my thinking. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: As I understood it, Ride is a physical skill that covers your competence on and around a horse (hence being dex based). Things like getting on a horse quickly, staying on a horse in combat, getting off a running horse, etc. Handle animal is used for interacting with a horse--mostly getting it to do things it might not otherwise do (cha based). Getting a horse to charge into a pike line, run down a steep hill, or leading a horse to water and making him drink. I think the section on mounted combat has some examples of this sort of stuff. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: Find me a specific ruling about taking control of a mount directly controlled by another is a ride check, and it&#039;ll be ride. The very word &amp;quot;ride&amp;quot; implies that you are sitting on top of a mount. Until then, fucking with someone else&#039;s mount will be Handle Animal, or, if we want to get excessively rules-lawyerly about it, it will simply explicitly disallowed as it is not specifically stated as being an option under any skill. I suppose we can really make this a hill worth dying on and go with the nonsensical ride check. In that case, I look forward to your next encounter. I promise you it will not be a ranger running around getting you guys tossed and trampled by simply coming up next to you and making a Ride Checks and then forcing all your mounts to run off with simple ride checks. That would be petty and vindictive, with the only upside being it proves my point about it making no sense.  &lt;br /&gt;
:::: For the record, what I actually did was a contested roll: Your Handle Animal vs. Gnob&#039;s Ride, and I stand by that. Next time Gnob tries to ride off, it will once again be the check. ;) -gm&lt;br /&gt;
::::: Man, what crawled up your butt and died ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: A beetle. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Gilerl%27s_Character_Sheet&amp;diff=3500</id>
		<title>Talk:Gilerl&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Gilerl%27s_Character_Sheet&amp;diff=3500"/>
		<updated>2010-01-20T13:21:59Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should have 8x4 = 32 skill points.&lt;br /&gt;
&lt;br /&gt;
Has Climb: 3 + Hide(CC): 10 + Jump: 3 + Listen: 1 + Move Silently(CC): 6 + Survival: 5 + Swim: 3 + Use Magic Device(CC): 4 = 35 points. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Dude evidently loves cross-class skills. Also, 10 is too many points in Hide (max is 8). -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Also, the optimizer in me is shrieking. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
: That should be an easy fix?&lt;br /&gt;
:: Yeah, Gil&#039;s easy to fix, just drop  both extra points in Hide and a point somewhere else. To be perfectly honest, he should drop the four points in UMD, because there&#039;s very little he can activate with that level, but he might not want to do that. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yeah, maybe. 2 of those ranks are probably the gnome bonus ranks, though. ;)&lt;br /&gt;
:::: Ah. He would have two more ranks in listen then, too, probably, but yeah that changes things. He&#039;s down a point if that&#039;s the case.&lt;br /&gt;
:::: Also, worth noting that the bonus isn&#039;t ranks, it&#039;s a racial bonus, which Gilerl may not have distinguished.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Normally true, ya, but Hakani Gnomes&#039; UMD is an exception in this case: they actually get 2 bonus ranks in addition to being able to add their INT bonus. Otherwise, without ranks, you can&#039;t even make the check no matter what bonuses you get. It might be easier just to say &amp;quot;Hakani Gnomes may use UMD untrained.&amp;quot; :) -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.20</name></author>
	</entry>
</feed>