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	<updated>2026-06-21T05:36:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Manifest_Episcopacy&amp;diff=9637</id>
		<title>Talk:Manifest Episcopacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Manifest_Episcopacy&amp;diff=9637"/>
		<updated>2011-05-09T18:42:10Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* Church Policing? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== More of these ==&lt;br /&gt;
What was the vision for how many of these there are? Did you intend a very small number, or are there a dozen or more of these?&lt;br /&gt;
: There are many of these, but not nearly so many as (hundreds or even thousands of) regional bishropics. The closest, though still rough, analogue would be something like a Cabinet Secretary in the government (Manifest) and  then local government agencies (Regional). So, all of the holy militants would be their own Manifest Episocopacys, as probably are whatever inquisitor group the church no-doubt maintains, etc. Now, they don&#039;t all share equal access or prestige, but there are a goodly number. An even rougher analogue would be the position of &amp;quot;Cardinal&amp;quot; in the Catholic Hierarchy, which deals with &amp;quot;broad strokes&amp;quot; agenda items. -gm&lt;br /&gt;
&lt;br /&gt;
Perhaps there could be an Episcopacy or Warden over missionary activities? Religious history study? Study of the veil and the planes? Not sure just how interesting we could make these episcopacies, but it could help my story to have more than just the regional Hadriarchs involved in The Pinch. -[[User:Mattie|Mattie]]&lt;br /&gt;
: Generally speaking, the Manifest Episcopacies are interested in big ideas. They&#039;re basically the church bureaucrats and those in charge of major branches of the central church. The &amp;quot;Executive Branch,&amp;quot; so there might be one dedicated to church finance, one dedicated to doctrinal purity, one dedicated to rooting out heretics, etc. Anything from a pure research point of view is going to probably be done by some university or the other, though no doubt under church auspices. -gm&lt;br /&gt;
&lt;br /&gt;
== Church Policing? ==&lt;br /&gt;
Some interesting ideas that I&#039;d be curious about:&lt;br /&gt;
* A Manifest Episcopacy over church judicial system? (i.e. the judges/tribunals for day-to-day inner church rulings, etc)&lt;br /&gt;
: Quite possible. Jurisprudence is covered in a sketch somewhere, but essentially crimes against persons (murder, etc) are dealt with by the church and a universal across the mainland. Crimes having to do with property and ownership (civil law) is dealt with my secular authorities and may differ from location to location. Having an Episcopacy dedicated to creating and sending around jurors, investigators, and judges seems like exactly the sort of thing a Manifest Episcopacy would be for. -gm&lt;br /&gt;
&lt;br /&gt;
* A Manifest Episcopacy over internal affairs / policing? (i.e. inquisitors / church law enforcement)&lt;br /&gt;
: I think I hinted at the existence of such above? Inquisitors and Excommunicators would also warrant their own Manifest Episcopacy. It might even be the same one for both! -gm &lt;br /&gt;
&lt;br /&gt;
Or would those be committees/appointees throughout the regional areas? Would almost be cool if those were groups &amp;quot;outside&amp;quot; with their own Wardens and their agents intermixed with the regionals and reported through to the special Warden and the Arch-Warden rather than to their regional peeps. -[[User:Mattie|Mattie]]&lt;br /&gt;
: That&#039;s exactly right. Manifest Wardens are sort of like the suits that come down from corporate. Definitely cultural outsiders, and probably no body local is thrilled to have them around, no matter how rousing the welcome party pretended to be. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Main_Page&amp;diff=9604</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Main_Page&amp;diff=9604"/>
		<updated>2011-05-09T11:38:37Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Friday, Planet Money had a good podcast about Medieval economies. &lt;br /&gt;
&lt;br /&gt;
Does FGII on the GM side save all the profile pictures of characters? I&#039;d like to stick the rest of Gnob&#039;s Folly in templates, because they&#039;re all too lazy to do it. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Yes, it does.&lt;br /&gt;
:: Pretty please to be posting them somewhere :D -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::I don&#039;t know what you are talking about &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; -[[User:Feantari|Feantari]]&lt;br /&gt;
:::: :D&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
While we&#039;re on the subject, what is the Mainland&#039;s interaction with the spell &#039;&#039;Planar Binding&#039;&#039;? The whole subject of the Planes is pretty fuzzy on this wiki, but obviously there is some sort of interaction, if Thoven&#039;s Flame Disciple class is to have any real meaning. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
[http://code.google.com/p/awesometome/downloads/list Tomes]&lt;br /&gt;
&lt;br /&gt;
Cleared out tons of stuff we weren&#039;t paying attention to anymore. Also, evidently some Russian SEO slipped through without us noticing. It&#039;s gone now. -[[User:Slitherrr|Slitherrr]] 19:13, 21 February 2011 (EST)&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Psionics&amp;diff=9124</id>
		<title>Talk:Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Psionics&amp;diff=9124"/>
		<updated>2011-04-28T16:42:23Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: Created page with &amp;quot;I am hoping that mattie, who is way more crunch-minded than me (and the one who is going to have to put up with Psionic character or characters) will help me make rules that ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am hoping that [[mattie]], who is way more crunch-minded than me (and the one who is going to have to put up with Psionic character or characters) will help me make rules that are more concrete and less hand wavy.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9119</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=9119"/>
		<updated>2011-04-28T16:04:18Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* 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;
[[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, 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>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=New_Player_Background&amp;diff=9116</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=9116"/>
		<updated>2011-04-28T15:52:43Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* Welcome to the Mainland! */&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. 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>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Book%27s_Character_Sheet&amp;diff=9109</id>
		<title>Talk:Book&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Book%27s_Character_Sheet&amp;diff=9109"/>
		<updated>2011-04-28T15:27:21Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to audit! -gm&lt;br /&gt;
: To Do -&amp;gt; Fix Psion acquiring Knowledges. Any Psion-CC knowledges will be bumped up to five ranks with second Professional level.&lt;br /&gt;
&lt;br /&gt;
I love the pokeball bag! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Hahahah, THAT&#039;S why you gave the pokemon quote! I LOL&#039;d just now. -gm &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;BIG&amp;gt;&amp;lt;BIG&amp;gt;Advancement&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
===Level 3: Psion[http://www.d20srd.org/srd/psionic/classes/psion.htm] 2===&lt;br /&gt;
*+6 HP (+3 Hit Dice, +1 Con, +2 Psionic Body)&lt;br /&gt;
*+1 BaB&lt;br /&gt;
*Feat: Psicrystal Affinity [http://www.d20srd.org/srd/psionic/monsters/psicrystal.htm] &lt;br /&gt;
*7 Skill Ranks: +2 to Knowledge: Psionics &amp;amp; History, +1 to Psicraft, Concentration, Autohypnosis&lt;br /&gt;
*Power Pool: 11&lt;br /&gt;
*New Powers: Telempathic Projection [http://www.d20srd.org/srd/psionic/powers/telempathicProjection.htm], Deja Vu [http://www.dandwiki.com/wiki/SRD:Deja_Vu]&lt;br /&gt;
*+1 Will Save&lt;br /&gt;
&lt;br /&gt;
===Level 4: Psion 3===&lt;br /&gt;
*+4 HP (+3 Hit Dice, +1 Con)&lt;br /&gt;
*+1 Intelligence&lt;br /&gt;
*Saves: +1 Fort and Reflex&lt;br /&gt;
*7 Skill Ranks: +1 to Knowledges: Dungeoneering, Religion, Local, Nobility; +1 to Psicraft, Concentration, Autohypnosis (these three always kept at max) &lt;br /&gt;
*Power Pool: 18&lt;br /&gt;
*New Powers: Energy Stun^ [http://www.d20srd.org/srd/psionic/powers/energyStun.htm], Brain Lock^ [http://www.d20srd.org/srd/psionic/powers/brainLock.htm]&lt;br /&gt;
&lt;br /&gt;
===Level 5: Psion 4===&lt;br /&gt;
*+4 HP (+3 Hit Dice, +1 Con)&lt;br /&gt;
*+1 BaB&lt;br /&gt;
*Saves: +1 Will&lt;br /&gt;
*Power Pool: 27&lt;br /&gt;
*7 Skill Ranks: +1 Knowledges: Geography, Arcana, Nature, Architecture &amp;amp; Engineering ; +1 to Psicraft, Concentration, Autohypnosis (these three always kept at max) &lt;br /&gt;
*New Powers: Read Thoughts^ [http://www.d20srd.org/srd/psionic/powers/readThoughts.htm], Aversion [http://www.dandwiki.com/wiki/SRD:Aversion]^&lt;br /&gt;
&lt;br /&gt;
===Level 6: Psion 5===&lt;br /&gt;
*+8 HP (+3 Hit Dice, +4 Psionic Body, +1 Con)&lt;br /&gt;
*Saves: None!&lt;br /&gt;
*Level 6 Feat: Talented&lt;br /&gt;
*Psion 5 Feat: Psicrystal Containment&lt;br /&gt;
*7 Skill Ranks : +3 Knowledge: Psionics, +1 Knowledge: Planes; +1 to Psicraft, Concentration, Autohypnosis (these three always kept at max) &lt;br /&gt;
*Power Pool: 37&lt;br /&gt;
*New Powers: Solicit Psicrystal [http://www.d20srd.org/srd/psionic/powers/solicitPsicrystal.htm], Share Pain, Forced [http://www.d20srd.org/srd/psionic/powers/sharePainForced.htm]&lt;br /&gt;
&lt;br /&gt;
===Level 7: Psion 6===&lt;br /&gt;
*+4 HP (+3 Hit Dice, +1 Con)&lt;br /&gt;
*+1 BaB&lt;br /&gt;
*Saves: +1 to All&lt;br /&gt;
*7 Skill Ranks: +2 to a Knowledge Skill for a New Synergy, +1 Knowledge (Local); +1 to Knowledge: Psionics, Psicraft, Concentration, Autohypnosis (these three always kept at max) &lt;br /&gt;
*Power Pool: 50&lt;br /&gt;
*New Powers: Psionic Blast [http://www.d20srd.org/srd/psionic/powers/psionicBlast.htm], Crisis of Breath [http://www.d20srd.org/srd/psionic/powers/crisisofBreath.htm]&lt;br /&gt;
&lt;br /&gt;
===Level 8: Psion 7===&lt;br /&gt;
*+4 HP (+3 Hit Dice, +1 Con)&lt;br /&gt;
*Saves: None!&lt;br /&gt;
*+1 Intelligence (+1 to Power DCs)&lt;br /&gt;
*+8 Skill Points?: +2 to a Knowledge Skill for a New Synergy, +1 Knowledge (Local, Synergy); +1 to Knowledge: Psionics, Psicraft, Concentration, Autohypnosis (these three always kept at max); Remainder 1&lt;br /&gt;
*Power Pool: 63&lt;br /&gt;
*New Powers: Psionic Dominate [http://www.d20srd.org/srd/psionic/powers/dominatePsionic.htm], Scism [http://www.dandwiki.com/wiki/SRD:Schism]&lt;br /&gt;
&lt;br /&gt;
===Level 9: Professional 2===&lt;br /&gt;
*+10 HP (+7 Hit Dice, +1 Con, +2 Psionic Body)&lt;br /&gt;
*Saves: +1 Reflex and Will&lt;br /&gt;
*+1 Dexterity Bonus to AC (Insightful Defense)&lt;br /&gt;
*Level 9 Feat: Psionic Meditation [http://dungeons.wikia.com/wiki/SRD:Psionic_Meditation]&lt;br /&gt;
*15 Skill Points: +4 Decipher Script, 7 Remainder (Listen? Languages!); +1 to Knowledge: Psionics, Psicraft, Concentration, Autohypnosis (these three always kept at max);&lt;br /&gt;
*Power Pool: 67 (From Pool Bonus for hitting 22 Intelligence)&lt;br /&gt;
&lt;br /&gt;
===Level 10-20: Psion 8-18===&lt;br /&gt;
*Gotta get those ninth level powers... at 19th level. [http://www.d20srd.org/srd/psionic/powers/psychicChirurgery.htm]&lt;br /&gt;
**Honestly, that might be the only level 9 power I even get. Damn, high level psions bloooooow.&lt;br /&gt;
**Allow party access to Natural Talent/Wild Talent feat, then load them up with first and second level powers. &lt;br /&gt;
*Psion Feats: Probably Expanded Knowledge [http://www.dandwiki.com/wiki/SRD:Expanded_Knowledge] x2&lt;br /&gt;
*Level Feats: Probably ALSO Expanded Knowledge (+2 HP per Expanded Knowledge, for another +12 on top of earlier feats)&lt;br /&gt;
** You can choose any power, &#039;&#039;&#039;including powers from another discipline’s list&#039;&#039;&#039;&#039;&#039;&#039; or even from another class’s list&#039;&#039;.&lt;br /&gt;
** Character Level 10/Psi 8: Dimension Slide [http://www.d20srd.org/srd/psionic/powers/dimensionSlide.htm]&lt;br /&gt;
** CL 12/Psi 10: Metamorphosis [http://www.d20srd.org/srd/psionic/powers/metamorphosis.htm], Energy Ball [http://www.d20srd.org/srd/psionic/powers/energyBall.htm]&lt;br /&gt;
** CL 15/Psi 13: Psionic Teleport [http://www.d20srd.org/srd/psionic/powers/teleportPsionic.htm]&lt;br /&gt;
** CL 17/Psi 15: Fission [http://www.d20srd.org/srd/psionic/powers/fission.htm]&lt;br /&gt;
** CL 18/Psi 16: ??? (Possibly delay selection 1 level to access 8th level power.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^ = Order of acquisition subject to change.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Evangelist&amp;diff=9057</id>
		<title>Evangelist</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Evangelist&amp;diff=9057"/>
		<updated>2011-04-27T18:40:45Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Alexandrian Church is ancient, monolithic, omnipresent, and holds a near-monopoly on Divine power in the mainland. Over that period, members of the Church have learned a dazzling array of ways to harness Divine energy. Still, rarely those outside of the official hierarchy develop spontaneous divine powers. Typically, such individuals are extreme in their devotion to the Omnity and in are exemplars of her strongest ideals. Evangelists are often misunderstood by the Alexandrian hierarchy-proper and - while viewed with some suspicion - they are welcome to join the church. Even if they do not, they are not actively persecuted unless they begin to preach heretical thoughts or develop any sort of divine hierarchy. Generally, an Evangelist is what amounts to a &amp;quot;self ordained&amp;quot; Cleric. Through copious study of the Canon of Orthodoxy and constant meditations on the trials and sacrifices of Alexandria, the Evangelist fills herself with divine power. Although lacking the scope of more disciplined peers, and although Evangelists rarely enter the rarifed hieghts of Alexandrian hierarchy, they are nonetheless a respected (if misunderstood) part of the Church, and are as passionate as they are specialized.&lt;br /&gt;
&lt;br /&gt;
The Evangelist is a specialist cleric class. A player may choose to advance as a cleric OR one type of specialist cleric, but not both. A specialist cleric class otherwise counts as a cleric for the purposes of prestige classes, feats, etc. &lt;br /&gt;
* Has an aura and casting restrictions as a cleric&lt;br /&gt;
* Gain spells from Cleric spell list, but as a sorcerer. Use the &amp;quot;Sorcerer Spells per Day&amp;quot; and &amp;quot;Sorcerer Spells Known,&amp;quot; except choose the spells from the Cleric list.&lt;br /&gt;
* May not spontaneously cast as inflict or cure&lt;br /&gt;
* May not turn or rebuke undead&lt;br /&gt;
* Does not get domains as normal.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any &lt;br /&gt;
*&#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: d8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points (at first level)&#039;&#039;&#039;: (2 + int modifier) * 4&lt;br /&gt;
*&#039;&#039;&#039;Skill Points (at each additional level)&#039;&#039;&#039;: 2 + int modifier&lt;br /&gt;
*&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Concentration, Craft, Diplomacy, Gather Info, Heal, Knowledge (Religion, Local), Profession, Spellcraft&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|||&amp;amp;nbsp;||&#039;&#039;&#039;Base&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Fort&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Ref&#039;&#039;&#039;||&amp;amp;nbsp;||&#039;&#039;&#039;Will&#039;&#039;&#039;||&amp;amp;nbsp;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;||||&#039;&#039;&#039;Attack Bonus&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Save&#039;&#039;&#039;||||&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1st||||+0||||+2||||+0||||+2||||Domains&lt;br /&gt;
|-&lt;br /&gt;
|2nd||||+1||||+3||||+0||||+3||||&lt;br /&gt;
|-&lt;br /&gt;
|3rd||||+2||||+3||||+1||||+3||||&lt;br /&gt;
|-&lt;br /&gt;
|4th||||+3||||+4||||+1||||+4|||| &lt;br /&gt;
|-&lt;br /&gt;
|5th||||+3||||+4||||+1||||+4||||Additional Domain&lt;br /&gt;
|-&lt;br /&gt;
|6th||||+4||||+5||||+2||||+5||||&lt;br /&gt;
|-&lt;br /&gt;
|7th||||+5||||+5||||+2||||+5||||&lt;br /&gt;
|-&lt;br /&gt;
|8th||||+6/+1||||+6||||+2||||+6||||&lt;br /&gt;
|-&lt;br /&gt;
|9th||||+6/+1||||+6||||+3||||+6||||&lt;br /&gt;
|-&lt;br /&gt;
|10th||||+7/+2||||+7||||+3||||+7||||Additional Domain&lt;br /&gt;
|-&lt;br /&gt;
|11th||||+8/+3||||+7||||+3||||+7||||&lt;br /&gt;
|-&lt;br /&gt;
|12th||||+9/+4||||+8||||+4||||+8||||&lt;br /&gt;
|-&lt;br /&gt;
|13th||||+9/+4||||+8||||+4||||+8||||&lt;br /&gt;
|-&lt;br /&gt;
|14th||||+10/+5||||+9||||+4||||+9||||&lt;br /&gt;
|-&lt;br /&gt;
|15th||||+11/+6/+1||||+9||||+5||||+9||||Additional Domain&lt;br /&gt;
|-&lt;br /&gt;
|16th||||+12/+7/+2||||+10||||+5||||+10||||&lt;br /&gt;
|-&lt;br /&gt;
|17th||||+12/+7/+2||||+10||||+5||||+10||||&lt;br /&gt;
|-&lt;br /&gt;
|18th||||+13/+8/+3||||+11||||+6||||+11||||&lt;br /&gt;
|-&lt;br /&gt;
|19th||||+14/+9/+4||||+11||||+6||||+11||||&lt;br /&gt;
|-&lt;br /&gt;
|20th||||+15/+10/+5||||+12||||+6||||+12||||Additional Domain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Choose two domains. Gain the granted ability from both domains, and add all spells from that domain to your known spell list (although you still cannot cast spells if not of the appropriate level). These spells do not count toward the &amp;quot;spells known&amp;quot; for level. When additional domains are chosen, those special abilities and domain spells are likewise added in the same manner. Spells added to the Evangelist&#039;s spell list in this manner may not be replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency&#039;&#039;&#039;: Evangelists are proficient with all simple weapons. They are also proficient with light and medium armor, and shields (except tower shields)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base Classes]]&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Moon_Children&amp;diff=5063</id>
		<title>Moon Children</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Moon_Children&amp;diff=5063"/>
		<updated>2010-04-23T19:44:24Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Descendants of the citizens of an ancient theocratic empire that had largely died out by the time of [[Alexandria]]. During her lifetime, the only living Moon Children were scattered through the Bedouin tribes of [[Petera]]. They were united by [[Sayid ibn Maimun]] when he used the symbol of the [[Bracers of the Moon King]] to become their [[Sheikh-Malik]]. They served him loyally during the [[Peteran Civil War]], and later served as his honor guard during his time as [[Ishkahn]], including [[Alexandria&#039;s Crusade]]. After Sayid&#039;s death, most followed [[Mikos Lygit]] through his battles and later exile.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Prophets%27_War&amp;diff=5037</id>
		<title>Prophets&#039; War</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Prophets%27_War&amp;diff=5037"/>
		<updated>2010-04-23T18:47:06Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The nationwide war that surrounded the struggle between [[Alexandria]] and the Dark Prophet [[Arek]] that occurred primarily in what is now Alexia. This was was not, however, a simple struggle between the two parties, but was equal parts nationalistic war of unification, civil war, and religious insurrection. While common history remembers the Prophets&#039; War primarily as a conflict between Arek&#039;s turned [[oracles]] and Alexandria&#039;s Stand, the conflict actually began as a multi-party free-for-all. This intense, multi-party war was fought out between the [[Servitor Races]], the supporters of Alexandria, the priests of the [[Demi-Pantheon]], the Dwarves of Gildenhome, and various other groups and agencies, either directly or indirectly. &lt;br /&gt;
&lt;br /&gt;
While Alexandria helped to initiate the war, and her followers were instrumental in prosecuting it, she lived with [[The Lost]] for almost all of the decade-long war, and was only around for the very beginning - where she established a powerbase for [[The Stand]] - and the very end - when she helped bring the conflict to a conclusion with the support of [[The Lost]] and the powers of the broken [[Obelisks]]. For the interum period, the war was prosecuted by [[The Stand]], particularly [[Steros]] (who generally acted as the civil administrator) and [[Mythrian]] (who generally dealt with martial planning and affairs).&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Dark_Naga&amp;diff=5028</id>
		<title>Talk:Dark Naga</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Dark_Naga&amp;diff=5028"/>
		<updated>2010-04-23T18:26:04Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MINE! --[[User:Msallen|Msallen]]&lt;br /&gt;
: *eyetwitch*&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=5018</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=5018"/>
		<updated>2010-04-23T13:51:23Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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 || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&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 || &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 || Travis ||&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 an 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 || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&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 || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&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, Travis, 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  || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&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 || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&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, Mattie&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 imminent 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;br /&gt;
| Second In Line || Gain Achievements: Regicide, Civic Pride|| PENDING || || Slitherrr || n/a&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Professional_(3.5e)&amp;diff=4904</id>
		<title>Talk:Professional (3.5e)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Professional_(3.5e)&amp;diff=4904"/>
		<updated>2010-04-14T17:55:16Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ENWorld discussion on the class balance:&lt;br /&gt;
&lt;br /&gt;
http://www.enworld.org/forum/d-d-legacy-house-rules/275001-professional-homebrew-base-class.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quote:&lt;br /&gt;
&lt;br /&gt;
 CLEVER TRICKSTER [TRAIT]&lt;br /&gt;
 You don’t have to be likeable to be tricky, just good at it.&lt;br /&gt;
 Benefit: Bluff, Disguise, and Use Magic Device depend on intelligence rather than charisma.&lt;br /&gt;
 Special: Experts may take Clever Trickster as a bonus feat even if they are not 1st level.&lt;br /&gt;
&lt;br /&gt;
Crazy. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
: That one caught my eye, not in a bad way. A couple of those feats were cute, many were overpowered, and some were simply too complicated to fuck with. Also, it&#039;s pretty clear the guy didn&#039;t even read or think too much about it, only used it as a forum to trumpet his own bullshit and infodump his pet feats. (Which, I think, should be expected). I mean, take a look at his taunt. Jesus. Complexity is NOT A DESIRED FEATURE.&lt;br /&gt;
: His own comments were particularly uninspired and not very helpful. &lt;br /&gt;
: I doubt much useful, or even interesting, will come out of that thread, honestly. It&#039;s Matt&#039;s first post, which he made right after signing up, about some pet project. I&#039;ll be surprised if it gets another comment, even - those are not the sorts of posts people flock to, at least in my experience with other online communities. &lt;br /&gt;
: Which is kind of a shame, because this is a mighty good class. -gm&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Slith, there is an ongoing discussion about professional that you should be included in and weigh in on. We have a pretty solid second option for this class where we drop evasion, bump the hp to d8, and give medium armor prof (and probably switch ref save to fort). There are a few reasons to do this:&lt;br /&gt;
* Jones thinks evasion is the purview of the rogue class (much like the trap/umd skills that were omitted here)&lt;br /&gt;
* I think it makes the class more splashable for rogues, while boosting its value to combat classes based on a little more resilience.&lt;br /&gt;
* Evasion has a supernatural flavor, while armor prof has a training/education flavor. I think we mitigate this by making the professions &amp;quot;exceptionally attentive&amp;quot; language.&lt;br /&gt;
The cons are:&lt;br /&gt;
* Is it too powerful?&lt;br /&gt;
* Does it mess with any of our respective character plans?&lt;br /&gt;
* Which makes more sense?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Compared with a rogue, the prof is probably a little better for skills. He has a wider range of skills, plus the copious skill feats, but he is missing some of the really strong rogue skills. In terms of combat, however, the prof is severely lacking in DPS, and a little worse off for magical and AoE attacks (although probably not martial combat, where the armor will help).&lt;br /&gt;
&lt;br /&gt;
* Compared with a cleric, the prof is a little worse in combat. He has the same HP and damage (cleric weapon restrictions are mostly flavor), but he has more limited armor selection. Which means the Prof basically trades the clerics great casting abilities for great skills, which may be a poor trade. Of course, cleric is the most powerful class in 3.5 by a pretty big margin, so lets keep that in mind.&lt;br /&gt;
&lt;br /&gt;
* Give a +3 bonus instead of +2&lt;br /&gt;
&lt;br /&gt;
* Make target flat-footed until beginning of next turn&lt;br /&gt;
&lt;br /&gt;
* Grant temporary hit points&lt;br /&gt;
&lt;br /&gt;
* Perform 2/3/4 aid another actions as a full action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We might also grant special abilities from above based on skills and not on AC10 attack rolls, but I&#039;m not sure its worth the complication.&lt;br /&gt;
&lt;br /&gt;
*Hit Dice: d8&lt;br /&gt;
*Armor: Medium and Light&lt;br /&gt;
*Remove Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, and bonus feats on levels 7 and 13.&lt;br /&gt;
*Add ability: &#039;Tactical Proficiency&#039;: At level four, and every fourth level thereafter, gain the ability to use another Aid Another action each round. This action can be used in any way that Aid Another could generally be used. All Aid Another actions in a round can only be used on a single target. Bonuses from multiple Aid Another actions do not stack. Using any number of Aid Another actions is a standard action, and the actions must all be performed at the same time (i.e., no movement between actions). At levels 2, 7 and 13, the Professional can augment his Aid Another action by choosing from the following list:&lt;br /&gt;
**Rallying Boost: The target gains Professional&#039;s Charisma bonus temporary hitpoints for one round. After the round, the hit points are lost. If this puts the target into the negatives, he suffers all applicable penalties. This ability may only be in effect once per target--later uses of Rallying Boost on the same target before it expires will maintain the ability, rather than adding more hit points. This ability cannot be used on allies who are unable to hear the Professional (by virtue of deafness, unconsciousness, or similar effect) &lt;br /&gt;
**Snap Out of It: A designated, adjacent ally gains an additional Will save against a mind-affecting ability. This ability can only be used once per round, and only on the same round, or the round immediately after the mind-affecting ability takes effect. &lt;br /&gt;
**Look, Over Here!: For one round, a designated enemy that the Professional threatens becomes flat-footed with respect to a designated ally, removing the enemy&#039;s Dex bonus to AC (and, hence, allowing sneak attacks) on the ally&#039;s round.&lt;br /&gt;
**Competence: On an Aid Another in Combat action, add a +3 to the ally&#039;s attack roll or AC, rather than +2.&lt;br /&gt;
**Vulnerability Guard: Prevent an opponent from making a single opportunity attack against the ally before the start of your next turn. This may only be used once per turn.&lt;br /&gt;
*As part of Professional Development, the Professional may instead choose to augment his Aid Another ability, as above.&lt;br /&gt;
*As part of Professional Development, add the following option: You Can Do Better: On a successful Aid Another action involving a skill check, you may instead opt to make a check against DC 20 to allow the ally being aided to reroll and keep the better of two results. This may be used only once for the task in question, and cannot be used on any check whose result is normally kept secret (Spot checks, Move Silently checks, and so on). &lt;br /&gt;
*Remove &amp;quot;Roguish Knowledge&amp;quot; as a Professional Development option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Allow an ally adjacent to you to make a 5 foot step without provoking an attack of opportunity (possibly has be adjacent to you before and after step?)&lt;br /&gt;
:5-foot-step as part of a larger move, I suppose? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
* Prevent an opponent from making a single opportunity attack before the start of your next turn&lt;br /&gt;
* Aid checks (in skill or combat) against DC 15/20/25 to grant +3/4/5 bonuses (really this just a different phrasing of suggestions we all made)&lt;br /&gt;
WRT multiple &amp;quot;aid another&amp;quot; uses in a single turn... I would suggest modeling it after extra attacks gained in melee. Ie. The player can take a &#039;&#039;full action&#039;&#039; and use all his aids and take a 5-foot step, or can take a move action and make a single aid. Along that line, I would say gets extra aids at 6/11/16 when a war would get extra attacks, or at 8/15 with the prof&#039;s extra attacks. Also, maybe allow mixing aids and attacks in the later case?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
From GM:&lt;br /&gt;
*Balance Issues. These abilities are, on balance, WAY overpowered. With no cooldown or use limits, this class becomes a major spoiler. &lt;br /&gt;
**Abilities should be cantrip/slight advantage level. Major enchancements must remain the pervue of caster classes. Something that gives a short term CH bonus to HP might be acceptable, but something that gives 1d8+CHR is clearly TOO powerful. (Yes, durations are longer on spells. However, spells by their very nature have an opportunity cost balancer built in as you can only cast a small number of whatever spell we&#039;re talking about, and only by not preparing some OTHER spell.)&lt;br /&gt;
**Likewise with the &amp;quot;Snap Out Of It&amp;quot;, which is not only better hands down than Remove Fear, but also a MAJOR spoiler for any and all caster classes. Repeated retries, *AT A BONUS*? That&#039;s a vanilla ability that shuts down even the highest level spells. Clearly not what the class is designed around, or even thematically proper. &lt;br /&gt;
**I don&#039;t mind aid checks, or even a professional who gives better bonuses, +4? +5? Clearly outside the realm of balance.  &lt;br /&gt;
**The goal should be to make the Professional more SURVIVABLE at combat, not necessarily more THREATENING, at least in my mind. Small bonuses to allies is a PERFECT fit, but the trouble is going to be finding (a) appropriate abilities that are (b) balanced. &lt;br /&gt;
**Buffs need to be single target. Party buffs are the realm of the Bard.&lt;br /&gt;
**&amp;quot;Interrupt Abilities&amp;quot; and other rule benders should stay in Prestige Classes. Things that break the flow of combat, allow move/action interruptions, etc. (such as the Traveler&#039;s abilities) should be the rarest of rare abilities, for reasons of both balance and flow. &lt;br /&gt;
&lt;br /&gt;
Some ideas I floated to Slitherrr:&lt;br /&gt;
*For Lvl 2 and 4 abilities.&lt;br /&gt;
**INT bonus to AC.&lt;br /&gt;
**INT bonus to HP. &lt;br /&gt;
**Stumbling Block: Usually classes that get weird attribute/status crossovers have several prime stats. (Monk, Paladin, Swashbuckler) Professional essentially is INT primary, CHR secondary, and so this could be a severe balance issue.)&lt;br /&gt;
*Post Lvl 6: More powerful single target buffs that can ONLY affect Cohorts. &lt;br /&gt;
*Improved Flanking (does not have to be adjacent to give and receive flank bonuses)&lt;br /&gt;
*The rerolling skills ability has grown on me, perhaps as a sort of &amp;quot;Improved Aid Another&amp;quot;. Instead of a DC 10 to give a +2, hit a DC 20 or 25 to two checks, taking the greater. (Now, of course, the professional would have to have his own ranks in the skill to aid). This sort of goes counter to my &amp;quot;too many rolls&amp;quot; rule, seemingly, but it&#039;s only in COMBAT that tons of extra rolls should be avoided. &lt;br /&gt;
*Upending Slitherrr&#039;s suggestion - Rather than having the professional give a single bonus to multiple people in a round as he grows, allow him to give multiple small bonuses to a single target in a round as he grows.&lt;br /&gt;
:: On that note, another entirely different option for an int/char class is to just give out spells like a bard/ranger/paladin. Then we don&#039;t have to come up with a crazy new system, just shoose appropriate spells. --[[User:Msallen|Msallen]] 14:59, 12 January 2010 (EST)&lt;br /&gt;
::: In your heart of hearts, you know spells do not belong as part of this class. -gm&lt;br /&gt;
:::: Yes and no :) No, because if we end up reinventing spells through some complicated and highly-flexible prof dev., we might as well just re-use something that is already there. Spells get re-flavored so much for different classes that we can just do it here--the prof&#039;s spells are based on his supernatural charm or something. Yes because I hate playing spellcasters in any pre-4 D&amp;amp;D version! --[[User:Msallen|Msallen]] 15:13, 12 January 2010 (EST)&lt;br /&gt;
:::::And I just hate playing spellcasters, period.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Ha, spellcasting FTW! &amp;quot;Spells get re-flavored so much for different classes that we can just do it here.&amp;quot; Yeah, for classes where it makes sense to give them access to divine or arcane spells. Some classes maybe mimic &amp;lt;i&amp;gt;specific spell effects&amp;lt;/i&amp;gt;, such as the &amp;lt;i&amp;gt;pass without trace&amp;lt;/i&amp;gt; ability of Wild Gnomes, but that&#039;s an entirely different creature from having access to a pick-and-choose spell list. Also: You are mixing up GERMAIN or the DRAGOMAN PRESTIGE with the PROFESSIONAL, there&#039;s no &amp;quot;supernatural charm&amp;quot; there. Reread your own introduction to the class. -gm&lt;br /&gt;
&lt;br /&gt;
It does seem, though, that we have a good thing coalescing here. Here&#039;s a rough outline that Jones will probably like:&lt;br /&gt;
&lt;br /&gt;
Professional: Lots of skills, mostly talky stuff. Enough beef to survive battles, particularly if splashed with battle classes. (My main problem with Evasion, personally, is not that it&#039;s the Rogue&#039;s thing, but that it imposes that light armor limitation, making this harder to do). Good Will saves fit with the talky stuff (when persuading, it&#039;s always a good idea not to be easily persuaded). Good Reflex saves fit with the &amp;quot;staying alive&amp;quot; stuff. The class only fits in a campaign where the GM is willing to make encounters that have at least some hope of a Diplomacy option, because unlike every core D&amp;amp;D class, the Professional has pretty much no saving grace in battle, to make up for how awesome he is outside of it (this is Jonesy&#039;s interpretation, and I&#039;m inclined to agree. Diplomacy, while so very heavily dependent on the GM for effectiveness (it has SO MANY caveats on its use, like taking a minute for each check, being effectively only one-use, and not working on things that are actively trying to kill you), is very easy to stack with synergies from feats and skills). Being able to acquire languages with very little cost is helpful in a lot of ways, but again, only if the GM lets it (it&#039;s very easy to plop the characters in a situations where none of them speak the languages in question, with a minimum of hand-waving). Basically, it&#039;s the ultimate GM trust class.&lt;br /&gt;
&lt;br /&gt;
Throughout development: Bonus feats that enhance skillmonkey and talky stuff.&lt;br /&gt;
Levels 2-6: Cantrip-level Aid Another ability enhancements, usable on any ally.&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
Level 6: Leadership (and the cohorts) come in as an ability that mitigates the fact that the Professional&#039;s development makes him severely unsurvivable at higher levels (not enough combat feats to ramp up melee damage, no sneak attack, no higher-level spells, no damage resistance or rage, etc etc etc). The Aid Another enhancements start becoming more powerful, but only work on the cohort (we need a hand-wave for this). I could definitely see some of the Aid Another things sticking around as abilities usable on everyone (the skill check reroll ability is only useful on non-cohorts, for example, because if the GM has any sense, the cohort&#039;s skillset will be dramatically different from the Professional&#039;s). The Professional Developments, then, should work to further the Professional in his focus, or fill in some gaps.&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So now that we&#039;ve had some time to think about this, some questions:&lt;br /&gt;
* Do we want to only focus on improving the survivability of the prof?&lt;br /&gt;
* Do we want to only focus on some sort of &amp;quot;improved aid another&amp;quot; set of abilities?&lt;br /&gt;
* Would giving more aid another abilities be enough if we made survivability changes?&lt;br /&gt;
--[[User:Msallen|Msallen]] 09:23, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Yes-ish, but not entirely. We are *tweaking* not *rebuilding*. Evasion tree does not belong, so we need to find something comparable to swap out. I think the replacement should focus on survivability, but that does not exclude other additions or tweaks. &lt;br /&gt;
* Maybe, if it can be balanced. I like the idea, but I&#039;m loathe to rebuild the class from the ground up. &lt;br /&gt;
* Probably, yeah.&lt;br /&gt;
&lt;br /&gt;
-gm&lt;br /&gt;
&lt;br /&gt;
Well, evasion goes. Uncanny dodge may or may not. I&#039;m thinking we should go the round of aid another increases at whatever levels are sensible (perhaps, 7, 13, 20, so 4 Aid Another actions total?), with, say, choices between two abilities junctures. If we follow Monk/Ranger conventions, then that gives choices at 1,2 and 6 (then 11 and 17 for similar choices), but with the bonus feat lists, it might be more sensible to have fewer aid another selections (depending on how powerful the aid another stuff is). I understand Jones&#039;s perspective on having the stuff that affects everyone be, say, cantrip-level stuff if it&#039;s in combat, UNLESS we keep the Prof&#039;s hp at 6/level and armor at light. If we go the latter route, we&#039;re treading strongly into Bard territory, so I prefer the former. &lt;br /&gt;
&lt;br /&gt;
SO. &lt;br /&gt;
&lt;br /&gt;
I propose a choice between these at level 2:&lt;br /&gt;
&lt;br /&gt;
*Snap out of it!: Within a round of an adjacent ally being affected by an enchantment, add (something--Charisma, maybe? Charisma + half Prof level?) to the ally&#039;s Will Save roll against that enchantment. If the result is over the DC to save, reduce the duration of the effect by one round. This ability may only be attempted once per enchantment.&lt;br /&gt;
*Just Hold On a Little Longer: For (some number) rounds, give a dying, adjacent ally (some number) of temporary hitpoints. The ally will be stabilized for this period of time. If the temporary hitpoints put the ally at 0 or greater hit points, he becomes Disabled for as long as his hit points are not negative. Once the hit points expire, the ally is no longer treated as stabilized unless he has been treated. (This is worded in a complicated manner, but basically, give your guy a couple of extra rounds at death&#039;s door, and possibly give him some time to move out of the line of fire).&lt;br /&gt;
&lt;br /&gt;
Then, at level 4, lose Uncanny Dodge and gain this:&lt;br /&gt;
&lt;br /&gt;
* Aid Another gives a +3 to attack rolls rather than +2&lt;br /&gt;
&lt;br /&gt;
Level 6 he gets Leadership, and a choice between cohort-specific Aid Another abilities to go with it, like, say, the skill reroll ability, or the stronger temp hitpoints thing, or something else. Level 8 gets Improved Flanking (rather than Improved Uncanny Dodge). Then we&#039;re looking at another Aid Another choice somewhere in between 10 and 20, or possibly two, to keep him alive at higher levels (since his dps will be dropping off sharply in this range, compared to classes that actually beat things up for a living).&lt;br /&gt;
&lt;br /&gt;
How&#039;s that sound so far? If that&#039;s way too much of a rebuild for gm&#039;s taste, then, well, I&#039;m not really sure where to go, mostly because I can&#039;t think of a good drop-in replacement for Evasion, and partly because I&#039;m just enamored with this whole Aid Another thing.&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
:: I like the Aid Another thing in its current incarnation, as well, and it&#039;s some good flavor all around and can be worked in somewhere, either as a character ability or even a feat. (Or, best of both worlds, a feat that is part of the professional&#039;s bonus feat list) And, yes, even those aid another skills are a lot more balanced. (Though honestly i think a second will or Will -2 or will -4 save to shrug off the effect would be easier and more useful than a save with a huge bonus to reduce the duration by around.)( I think D&amp;amp;D trys to stay out of the realm of having effects than change the duration of someone else&#039;s effect in progress. If only for bookkeeping sake. However, yeah, at the end of the day, this convention was called to deal with low level survivability without Evasion/Improved Evasion and it feels like we&#039;ve gone far afield. Maybe there&#039;s nothing that can be done and we&#039;re stuck with evasion. That&#039;s sub optimal but acceptable if that&#039;s all we can do. -gm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I think we should haggle this out in a call! --[[User:Msallen|Msallen]] 13:21, 14 January 2010 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:I&#039;m okay with that. I&#039;ll try to be available later. Skype name is tehwilsonat0r. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: I can skip the gym tonight for this call. What time/zone? I usually don&#039;t get home before 7 EST, but I can for this. I worked late last night anyways. Also could do MLK or daytime over the weekend.&lt;br /&gt;
:: PS. read the top of the edit page: &#039;&#039;WARNING: This page is 31 kilobytes long; some browsers may have problems editing pages approaching or longer than 32kb. Please consider breaking the page into smaller sections.&#039;&#039; --[[User:Msallen|Msallen]] 13:27, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I am acidslug on skype, but time must be scheduled in advance if I&#039;m to have any hope of attending.&lt;br /&gt;
&lt;br /&gt;
:::I shortened a bunch of stuff at the top, keeping some bullet points for reference. If we&#039;re really interested exact content of things removed, we can look at previous revisions. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
:::: Matt, I suggested some other times before you borked the page. Any of those work for you? --[[User:Msallen|Msallen]] 14:39, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: What were the times? -gm&lt;br /&gt;
:::::: Three posts up. Otherwise, I can do anytime MLK and sunday morn/afternoon, although probably not on Sat. --[[User:Msallen|Msallen]] 09:26, 15 January 2010 (EST)&lt;br /&gt;
::::::: Ha. MLK afternoon is great for me. -gm&lt;br /&gt;
:::::::: I&#039;ll be interviewing earlier that morning at a place that takes roughly an hour to drive to, so twoish or slightly later is probably best for me. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::::: Oh, wow. Good luck! As Mister Doctor Allen there for tips, he&#039;s only ever had one interview in his whole life and he got the job. ;) -gm&lt;br /&gt;
:::::::::: Hey! I had 3 interviews in 3 consecutive days, and each was 5+ hours! And I only got offers from 2!&lt;br /&gt;
:::::::::: Good luck Slith. Make sure you let them know how awesome you are ;) --[[User:Msallen|Msallen]] 15:18, 15 January 2010 (EST)&lt;br /&gt;
::::::::::: I&#039;ll make sure to stick this wiki on my resume as a reference. Heh.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::::::::: I&#039;ll be a reference! I&#039;d say the most glorious things about you! --[[User:Msallen|Msallen]] 16:26, 15 January 2010 (EST)&lt;br /&gt;
Shoot. One of my buddies at work want to go hiking on MLK. Since I don&#039;t get out of the concrete anthill very often, I&#039;m probably going to go. I can do early evening, or tomorrow (sunday). Otherwise, we&#039;ll have to find a weeknight or do next weekend unless trip gets canceled :( --[[User:Msallen|Msallen]]&lt;br /&gt;
:My availability is pretty good through the weekdays. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: I have very spotty availability during the weekdays, especially in the evening, though my late afternoons are generally free with a day or two of lead time. -gm&lt;br /&gt;
:: Any day better than others? I can&#039;t do Thurs, and Fri is always tough, but the other days are free at the moment. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: It&#039;s all the same to me until the weekend, when my availability becomes very good in the early, to very bad in the late. -[[User:Slitherrr|Slitherrr]]&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Leadership_Feat_Ideas&amp;diff=4887</id>
		<title>Talk:Germain&#039;s Leadership Feat Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Leadership_Feat_Ideas&amp;diff=4887"/>
		<updated>2010-04-13T15:57:35Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NEW RULE: For every vanity page, you must create worthwhile new content, even if it is a one paragraph stub.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;RETROACTIVE&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;ll play along with your narcissism as a show of good faith. If you are going this route, you should get a girlfriend and go Nick and Nora or something. It will let you explore your feminine side. -gm&lt;br /&gt;
:Actually, scratch that. One of you is enough, self-banter is just too much. Still, those are not very interesting sidekicks. &lt;br /&gt;
:: Like, say, exotic, ass kicking manservant. &lt;br /&gt;
&lt;br /&gt;
Feel free to add a paragraph to existing content, I&#039;ll count that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;I hear the steros entry is lonely.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
You&#039;re crazy. I&#039;ve generated enough content to generate vanity pages with impunity. How interesting are sidekicks supposed to be? All our characters a rip-offs of standard tropes! --[[User:Msallen|Msallen]]&lt;br /&gt;
: Augh this talk page needs way more signing. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: Its all GM unless its signed. I think he was hitting the sauce last night. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: I&#039;m leaving all the cohort stuff in the warm, loving hands of the GM. I can&#039;t wait until we meet him, so that Gilerl can charge him before we know who he is and paste him in one round. ::sigh:: -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: Heh, this is why I like you better than Matt Allen. I would never put up with his bullshit from anyone who wasn&#039;t already grandfathered into my good graces. ;) &lt;br /&gt;
:::: Oh, and that&#039;s why I have Gil and Mose paired in the mural I&#039;ve painted in my mind. Almost killing allies and innocents is what they do best! -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Remember_Bok!&amp;diff=4854</id>
		<title>Talk:Remember Bok!</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Remember_Bok!&amp;diff=4854"/>
		<updated>2010-04-09T15:53:01Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: New page: Did you roll a 36, or take a 20 to spend all day spreading this stuff? -gm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did you roll a 36, or take a 20 to spend all day spreading this stuff? -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Grandle_Mag&amp;diff=4833</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=4833"/>
		<updated>2010-04-06T14:18:49Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;br /&gt;
:: Who was the guy that pulled a sword on us? I think that was in Dadtim. I was under the impression that he thought our request was strange, so he was trying to figure out if we were assassins or something. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: NVM. That was &amp;quot;the Captain&amp;quot; in the quest notes. Does he have a name? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: He&#039;s just some mid-manager type, in charge of Dadtim operations. Which is to say, not a hugely important job for the Bog Wraiths. Maybe half a dozen people there if it&#039;s particularly busy. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=4626</id>
		<title>Talk:Bog Wraiths</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=4626"/>
		<updated>2010-03-22T17:58:16Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to clear up this page a bit. Paragraphs love you, Matt, why do you hate them?&lt;br /&gt;
&lt;br /&gt;
I got a little confused about how the Wraiths came to be tied to Wydmoor under the Rockheart Charter (in italics in the text). Its probably because I don&#039;t know anything about the charter, sentinels of the stand, convention of autonomy, or stones of law. As it stands right now, I don&#039;t know why the Wraths are tied to the city and not the church. Can you clear this up?&lt;br /&gt;
&lt;br /&gt;
Also, you said in the beginning that they were &amp;quot;The largest of the few truly independent mercenary companies&amp;quot;, and then later said &amp;quot;their survival is inexorably tied to the free city&amp;quot;. I removed the part about being truly independent because it doesn&#039;t seem like they are anymore.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, I will try to clear that up right now. &amp;quot;Truly Independent&amp;quot; because they are not directly tied to a major nation-state or the chruch: Since Wydmoor is the only &amp;quot;Free City&amp;quot;, I figured it still counted. I can see why that would be unclear.  [[User:96.4.191.20|96.4.191.20]] 10:15, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PS. &amp;quot;Bog Wraiths&amp;quot; is a really good name for these guys. Much cooler for them than the magic card. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bog_Wraith.jpg|frame|Scary Mo-Fuckin&#039; Shit|BITCHES STAY OUTTA MY GRAVEYARD. &amp;lt;br&amp;gt; In Draft and Sealed, this guy is the TRUTH.]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I seriously cannot emphasize how good Bog Wraith is in limited environment. -gm&lt;br /&gt;
: Even I know that a 3/3 evader for 4 with only one colored mana dependency is strong. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
What&#039;s the Wraith&#039;s relationship with Odessa? --[[User:Msallen|Msallen]]&lt;br /&gt;
: Probably vastly different than it was a week ago. The wiki represents &amp;lt;i&amp;gt;status quo&amp;lt;/i&amp;gt;. You will have to learn about alterations to the &amp;lt;i&amp;gt;status quo&amp;lt;/i&amp;gt; yourself, through research or even simply asking. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4600</id>
		<title>Talk:Dragoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Dragoman&amp;diff=4600"/>
		<updated>2010-03-18T13:36:56Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
:::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;
:::::::: 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;br /&gt;
&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;
::Less! It is so much of a tactics game, since, like Jonesy mentioned above, all the advancement is based around battle. The hardest guidelines in the game for treasure and XP game all center around defeating opponents--there are some recommendations for other things, but they&#039;re not nearly as clearly delineated. D&amp;amp;D 3.5e was basically D&amp;amp;D trying to back off from the mini thing--D&amp;amp;D 4e was them deciding they weren&#039;t fooling anyone, so they might as well focus on what they&#039;ve always been good at. If it weren&#039;t for the large number of 3.5e players who were/are also my friends (and the fact that almost all White Wolf players are furries, no offense to any anthropomorphs who may inhabit this wiki), I&#039;d be knee-deep in something (anything!) else, where the mechanics are better at supporting more of the &amp;quot;OK, you do this&amp;quot; mentality, rather than encouraging (even requiring, for the sake of survival) me to sit and cross-reference every decision for balance and mechanics compatibility. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Oooo... I see. Yeah, you should be playing Call of Cthulhu/Gumshoe/World of Darkness, you damn furry hippie. I always felt 3.5 was some sort of weak hybrid... a skill system made for a tactics game, and a combat system that lacked tactical options :| Its really my favorite game just because it tries to do both, and doesn&#039;t totally fail at either! --[[User:Msallen|Msallen]]&lt;br /&gt;
::: All that said, though, I don&#039;t think 3.5 was any less of a mini/tactics game than 2, it just added a lot more flexibility to the skill/class system so you can more effective &amp;quot;do anything&amp;quot;. I actually think 3.5 was also better defined in terms of rules for tactics/mini gaming than 2 was, wasn&#039;t it? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: Probably right, I&#039;m just prejudiced. And I like 3.5e fine, as is evidenced by my obsession, it would just be nice to have a Shadowrun game every once in a while.&lt;br /&gt;
:::: Also, to be perfectly clear, I am not a furry. Since anthropomorph is another word for furry, the &amp;quot;apologies to any...&amp;quot;, was aimed at placating any furries who might be around. Because you never know.&lt;br /&gt;
:::: By way of explanation, I offer that a group I hung out with in college had a lot of furry crossover. It was... strange. -[[User:70.188.40.37|70.188.40.37]]&lt;br /&gt;
::::: That&#039;s exactly what a closeted furry would say!&lt;br /&gt;
::::: My grad school roommates were obsessed with furries. When I first moved in, I told all my friends that they were furries. After a while, I started to introduce them to everyone, and they started to make friends with my friends. Years later, we learned, much to my roommates&#039; horror, that many of them still thought they were furries.&lt;br /&gt;
::::: That is my furry story. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: Wow, you finally got a new story! I&#039;m proud of you! -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&amp;diff=4541</id>
		<title>Thoven&#039;s Character Sheet (3.5e)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&amp;diff=4541"/>
		<updated>2010-03-15T15:53:29Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* Spell List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox|ExampleCharPic.jpg|5|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}&lt;br /&gt;
&lt;br /&gt;
Player: TooMuchPete&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: [[Thoven]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Classes/Levels: [[Sorcerer]]/5&amp;lt;br /&amp;gt;&lt;br /&gt;
Experience: ??&amp;lt;br /&amp;gt;&lt;br /&gt;
Race: [[Dwarf]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alignment: ??&amp;lt;br /&amp;gt;&lt;br /&gt;
Origin: ??&amp;lt;br /&amp;gt;&lt;br /&gt;
Residence: Currently none.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
STR: 8&lt;br /&gt;
DEX: 12&lt;br /&gt;
CON: 10&lt;br /&gt;
INT: 14&lt;br /&gt;
WIS: 14&lt;br /&gt;
CHA: 17&lt;br /&gt;
&lt;br /&gt;
HP: 16&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Dwarvish, Fresian, Gnomish, Ubrekti&lt;br /&gt;
&lt;br /&gt;
==Feats and Special Abilities==&lt;br /&gt;
FAMILIAR: Hawk (+3 Spot in Bright Light)&lt;br /&gt;
1st Level: Combat Casting&lt;br /&gt;
3rd Level: Improved Init.&lt;br /&gt;
&lt;br /&gt;
===Class abilities===&lt;br /&gt;
Spellcasting (1st- and 0th-level Arcane)&amp;lt;br /&amp;gt;&lt;br /&gt;
Simple Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
&amp;quot;Hawk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Alertness Feat to Self and Master&lt;br /&gt;
&lt;br /&gt;
-Improved Evasion&lt;br /&gt;
&lt;br /&gt;
-Deliver Touch Spells&lt;br /&gt;
&lt;br /&gt;
-Speak with Master&lt;br /&gt;
&lt;br /&gt;
-+3 to Natural AC, INT:8, and 1/2 Master&#039;s HP.&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks==&lt;br /&gt;
Bluff: 4&lt;br /&gt;
&lt;br /&gt;
Concentration: 8&lt;br /&gt;
&lt;br /&gt;
Forgery: 2&lt;br /&gt;
&lt;br /&gt;
Knowledge (History): 1&lt;br /&gt;
&lt;br /&gt;
Listen: 2&lt;br /&gt;
&lt;br /&gt;
Spellcraft: 6&lt;br /&gt;
&lt;br /&gt;
Spot: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell List==&lt;br /&gt;
====Cantrips====&lt;br /&gt;
-Dancing Lights&amp;lt;br&amp;gt;&lt;br /&gt;
-Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
-Ghost Sound&amp;lt;br&amp;gt;&lt;br /&gt;
-Mage Hand&amp;lt;br&amp;gt;&lt;br /&gt;
-Ray of Frost&amp;lt;br&amp;gt;&lt;br /&gt;
-Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====1st Level====&lt;br /&gt;
-Burning Hands&amp;lt;br&amp;gt;&lt;br /&gt;
-Disguise Self&amp;lt;br&amp;gt;&lt;br /&gt;
-Enlarge Person&amp;lt;br&amp;gt;&lt;br /&gt;
-Magic Missile&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====2nd Level====&lt;br /&gt;
-Flaming Sphere&amp;lt;br&amp;gt;&lt;br /&gt;
-Scorching Ray&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Important Gear==&lt;br /&gt;
-Sack of Holding&lt;br /&gt;
&lt;br /&gt;
-[[Ring of Elemental Transmogrification]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4534</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4534"/>
		<updated>2010-03-15T15:29:28Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
[[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[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>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Marrwyn_Teldandilion&amp;diff=4501</id>
		<title>Talk:Marrwyn Teldandilion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Marrwyn_Teldandilion&amp;diff=4501"/>
		<updated>2010-03-12T20:09:43Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Quick tempered, impatient, inattentive.&amp;quot; Is this Candace or her character? -gm&lt;br /&gt;
: No comment --[[User:Msallen|Msallen]] 10:07, 14 December 2009 (EST)&lt;br /&gt;
:: I still fondly remember her throwing all your flatwear out the window at that SUV. Good times. -gm&lt;br /&gt;
::: LOL.  Someone likes the crazy ladies. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: Well, not all of it. Bartly stuck all my knives in the wall before she threw out the forks and spoons. --[[User:Msallen|Msallen]] 10:33, 14 December 2009 (EST)&lt;br /&gt;
::::: I&#039;m not sure anyone in that knoxville group could be classified as &amp;quot;sane&amp;quot;.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kivan_Half-Elven&amp;diff=4500</id>
		<title>Kivan Half-Elven</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kivan_Half-Elven&amp;diff=4500"/>
		<updated>2010-03-12T20:07:25Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Kivan Half-Elven, a ranger, was one of the &amp;quot;founding&amp;quot; members of the [[First Stand]]. Unlike Sterros, Marwynn, and Sayid, he was not dispatched to [[Tragidore]] by an [[oracle]], but rather was hired by the villagers themselves to look into the rash of kidnappings and disappearances. When the three sent by the oracle arrived in town, they joined forces almost immediately with Kivan to form the nucleus of what would later be known as the [[First Stand]]. &lt;br /&gt;
&lt;br /&gt;
Silent and aloof, very little is known about the personality or temperament of Kivan. His [[testimonial]] - being short, rarely self-referential, and often mystical and prophetic - does little to enlighten the reader as to Kivan the man, and he rarely features a front and center place in other testimonials. In one testimonial, the [[Testimonial of Dadtim the Younger]], Kivan is praised for his &amp;quot;reckless courage&amp;quot; and his &amp;quot;just heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A fierce swordsman, Kivan was most famous in his day for his martial effectiveness with his [[Kivan&#039;s Armament|paired short swords]] and, during the [[Alexandria&#039;s Crusade]], as the general in charge of the [[Elk Riders]] of the [[Sidhe]]. According to tradition, after penning his [[Testimonial]], Kivan left the mainland for the [[Lands of the Lost]], and took no part in the formation of the [[Alexandrian Church]] &lt;br /&gt;
&lt;br /&gt;
Kivan Half-Elven featured prominently in the [[Kivanite Heresy|heresy]] of [[Redzan the Clean]], centered around the heterodox [[Second Testimonial of Kivan]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Notes&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Bartley&#039;s Ranger.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Fenn_Lynrick&amp;diff=4488</id>
		<title>Fenn Lynrick</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Fenn_Lynrick&amp;diff=4488"/>
		<updated>2010-03-12T19:06:18Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fenn Lynrick is the former Captain of the [[Wydmoor Free City|Wydmoor]] merchant district for [[Edrell Odenthorpe]]&#039;s [[Wydmoor City Guard|City Guard]]. Lynrick is a relative newcomer to Wydmoor, and was appointed by Edrell when he assumed the [[Sheriff of Wydmoor|Sheriff]]&#039;s office. He is fairly lax about enforcing laws in the merchant district, particularly in regards to collecting taxes for the [[Mayor of Wydmoor|Mayor]] and preventing smugglers. In fact, he is rumored to be an active smuggler and ally to Wydmoor&#039;s organized crime organizations. However, he does an excellent job curbing beggars, burglaries, and muggings in the merchant district, and is relatively popular.&lt;br /&gt;
&lt;br /&gt;
After the Wydmoor Fire of 1400, and the subsequent breakdown in relations between the Thieves&#039; Guild and Edrell Odenthorpe, Fenn was exposed as an operative for the Thieves&#039; Guild, although what rank and influence he holds in the organization is yet unknown. His current whereabouts are unknown, but it is assumed he is still working in or around Wydmoor City. &lt;br /&gt;
&lt;br /&gt;
==Player Notes==&lt;br /&gt;
* Seems quick to take credit for other&#039;s work, and may be insecure about his position&lt;br /&gt;
* Very cagey dude&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Wydmoor_Free_City&amp;diff=4486</id>
		<title>Wydmoor Free City</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Wydmoor_Free_City&amp;diff=4486"/>
		<updated>2010-03-12T19:02:00Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* Recent History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wymoor Free City is an independent city-state located at the meeting-point of [[Ubrekt]], [[Odessa]], and [[Alexia]]. Despite being surrounded by much larger empires, the city of Wydmoor is a highly autonomous city. This is in part due to its strategic location--the Wydmoor Fen to the east and the Bloodmane Hills to the north and west allow for strong defensive fortifications. However, the city is also politically protected, with a powerful mercantile tradition, substantial iron mines, and strong ties to the [[Arch-Warden]] and the [[Church of Alexandria]]. Finally, Wydmoor is one of the most significant and widely recognized [[Tragidore Shrines]] in the mainland, and draws a great many pilgrims throughout the year.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The City of Wydmoor has been an autonomously governed city-state since it was occupied in 701 FI by Ubrekti heretics during the disunity of the [[Third Interregnum]], who cleared much of the swamp and quickly picked up productive agriculture. When besieged by the forces of [[Odriss Rockheart]] several years later, the city was already able to hold out the six years it took Rockheart and the heretics to truce. The leader of the heretics renounced the heresy and accepted the Hadriarchy of Wydmoor Free City. In 712 FI, when Rockheart assumed the Arch-Wardenship, he granted Wydmoor its autonomy in recognition of its support.&lt;br /&gt;
&lt;br /&gt;
* NOTEWORTHY EVENTS THAT HAPPEN SINCE THEN *&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
In the winter of 1400 [[FI]], a massive fire destroyed over a third of the Free City, wiping out the Warrens entirely, and doing significant damage to the craft and bazaar districts. Thanks to the help of the [[Bog Wraiths]] and the [[City Guard]], much of the city was evacuated to Onararch Landing. &lt;br /&gt;
&lt;br /&gt;
In the aftermath of this fire, a great deal of political turmoil has struck the city. The evacuation left the city guard woefully undermanned, spawning an overt conflict between the [[Edrell Odenthorpe]]&#039;s remaining loyalists  and his former allies in the [[Wydmoor Thieves&#039; Guild|Thieves&#039; Guild]]. Additionally, in order to prevent plague, and assure the election of his allies, the mayor refused to lower or waive the entry tax, thus keeping the refugees stranded at the landing even after the beginning of the seasonal thaw. &lt;br /&gt;
&lt;br /&gt;
Thanks to an agreement reached between Mayor Wydsomme and Mose &amp;amp; Company, the latter problem was somewhat addressed: A timetable for reentry was set up, allowing skilled artisans to return immediately to assist with rebuilding, while a staggered entry for the remaining refugees will begin in the spring. In addition, the Mayor agreed to work to release grain from the defensive siege reserves in order to alleviate hunger issues at the Onarach refugee camp and the Hadriarch agreed to dispatch some of his clerics to aid with disease and sanitation issues.&lt;br /&gt;
&lt;br /&gt;
Early in the spring of 1401, the seemingly random misfortunes of Wydmoor came into a frightening clarity when it was discovered that a contingent of the Odessan army - in league with Hobgoblin auxiliaries - had occupied Iros Forge, where they had wintered, and subsequently marched on Yalmrith, presumably with the long term goal of laying siege and capturing the Free City itself.&lt;br /&gt;
&lt;br /&gt;
==Political Structure==&lt;br /&gt;
The city is governed by a [[Mayor of Wydmoor|mayor]], who is one of two officials elected by a yearly popular vote. The office is currently held by [[Calvis Wydsomme]], a well-connected and powerful figure who is the patriarch of one of the powerful [[First Families of Wydmoor]]. Wydmoor law and order is provided by the [[Wydmoor City Guard|city guard]], which is run by the second elected official, the [[Sheriff of Wydmoor|sheriff]]. The current sheriff is [[Edrell Odenthorpe]], a relative newcomer to the city who has caused some commotion with his surprising election.&lt;br /&gt;
&lt;br /&gt;
The [[Hadriarch of Wydmoor]] is a powerful figure as well. The centuries long pilgrimage trade has financed the construction of a great cathedral and helps maintain the city&#039;s defense force, provided by the [[Bog Wraiths]], a mercenary company that operates out of [[Castle Wydmoor]]. It also helps pay for the [[Wydmoor Town Magius|Town Magius]], usually hired from one of the great [[University|Universities]].  &lt;br /&gt;
The walled section of the city is about 8 square miles, along with another several miles of tightly regulated urban space outside of Wydmoor Castle and the river harbor. Another 15 miles to the north and south of the city are dedicated to intensive agriculture, most of which is retained by the government for a harvest cycle (in reserve for siege) before being distributed among the citizens and sold for profit.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Relationships==&lt;br /&gt;
Since the swamp effectively prevents access to Alexia, and the Bloodmane hills make travel to Odessa difficult, Wydmoor Free City is primarily influenced by Ubrekt to the south. While its autonomy assures an unusually diverse population, Ubrekti is by far the most common heritage, and at least three quarters claim current or ancestral Ubrekti ties. However, the past two decades have seen a large influx of Alexian refugees fleeing the famine and war of their homeland. &lt;br /&gt;
&lt;br /&gt;
There&#039;s an old Ubrekt saying:  &amp;quot;What happens in Wydmoor Free City...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...will nevertheless lighten your purse.&amp;quot;&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Wydmoor_Region_(Sheet)&amp;diff=4484</id>
		<title>Wydmoor Region (Sheet)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Wydmoor_Region_(Sheet)&amp;diff=4484"/>
		<updated>2010-03-12T18:55:45Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* Wydmoor Region Realm Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wydmoor Region Realm Sheet==&lt;br /&gt;
(See Dragon Magazine, #293)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Realm Info&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Realm Alignment: Neutral Evil&amp;lt;BR&amp;gt;&lt;br /&gt;
Realm Population: 189(k)&amp;lt;BR&amp;gt;&lt;br /&gt;
Military Strength: 9(k)&amp;lt;BR&amp;gt;&lt;br /&gt;
Realm Resources: 42&amp;lt;BR&amp;gt;&lt;br /&gt;
Discontent (13 base): 18&amp;lt;BR&amp;gt;&lt;br /&gt;
Hardship (13 base): 18&amp;lt;BR&amp;gt; &lt;br /&gt;
Tax Rate: Low (2000gp x Population Score)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wydmoor Free City (Large)&amp;lt;BR&amp;gt;&lt;br /&gt;
Yalmrinth (Small)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Realm Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wisdom Score : 14 [+2] (The leaders are somewhat keen and wily) &amp;lt;BR&amp;gt; &lt;br /&gt;
Wilderness Lore [Foraging Skill] : +3 (The residents are unskilled foragers.)&amp;lt;BR&amp;gt;&lt;br /&gt;
Knowledge (Nature) [Agriculture] : +6 (The residents practice somewhat sophisticated agriculture.)&amp;lt;BR&amp;gt;&lt;br /&gt;
Diplomacy [Statecraft] : +5 (Unremarkable) &amp;lt;BR&amp;gt;&lt;br /&gt;
Encounter Modifier : +4%&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Realm Trade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ubrekt : 3,000 gp/season [No Road]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Realm Diplomacy/Ill Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Odessa (N) : 22&amp;lt;BR&amp;gt;&lt;br /&gt;
Ubreckt (LN) : 21&amp;lt;BR&amp;gt;&lt;br /&gt;
Alexia (CN) : 22&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Realm Sections&#039;&#039;&#039; (10 mile x 10 mile squares)&lt;br /&gt;
&lt;br /&gt;
Mountains : 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Hills : 8&amp;lt;BR&amp;gt;&lt;br /&gt;
Swamp : 3 &amp;lt;BR&amp;gt;&lt;br /&gt;
Plains : 10 &amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kivan_Half-Elven&amp;diff=4480</id>
		<title>Kivan Half-Elven</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kivan_Half-Elven&amp;diff=4480"/>
		<updated>2010-03-12T17:56:51Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: Is this still a stub now, do we think? -gm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Kivan Half-Elven, a ranger, was one of the &amp;quot;founding&amp;quot; members of the [[First Stand]]. Unlike Sterros, Marwynn, and Sayid, he was not dispatched to [[Tragidore]] by an [[oracle]], but rather was hired by the villagers themselves to look into the rash of kidnappings and disappearances. When the three sent by the oracle arrived in town, they joined forces almost immediately with Kivan to form the nucleus of what would later be known as the [[First Stand]]. &lt;br /&gt;
&lt;br /&gt;
Silent and aloof, very little is known about the personality or temperament of Kivan. His [[testimonial]] - being short, rarely self-referential, and often mystical and prophetic - does little to enlighten the reader as to Kivan the man, and he rarely features a front and center place in other testimonials. A fierce swordsman, Kivan was most famous in his day for his martial effectiveness with his [[Kivan&#039;s Armament|paired short swords]] and, during the [[Alexandria&#039;s Crusade]], as the general in charge of the [[Elk Riders]] of the [[Sidhe]]. According to tradition, after penning his [[Testimonial]], Kivan left the mainland for the [[Lands of the Lost]], and took no part in the formation of the [[Alexandrian Church]] &lt;br /&gt;
&lt;br /&gt;
Kivan Half-Elven featured prominently in the [[Kivanite Heresy|heresy]] of [[Redzan the Clean]], centered around the heterodox [[Second Testimonial of Kivan]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Notes&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* Bartley&#039;s Ranger.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Stormchalice&amp;diff=4457</id>
		<title>Stormchalice</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Stormchalice&amp;diff=4457"/>
		<updated>2010-03-11T17:16:36Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A massive lake in the central mainland, taking its name from the frequent and powerful thunderstorms that are often trapped over the lake by the tallest part of [[Kathresian Range]]. It is bordered on the north by [[Ubrekt]], on the south by [[Celstia]], and [[Fresia]] on the east.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User_talk:Slitherrr&amp;diff=4448</id>
		<title>User talk:Slitherrr</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=User_talk:Slitherrr&amp;diff=4448"/>
		<updated>2010-03-08T17:57:15Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The consensus is that this dude is 20% crazy, 78% awesome, and 2% mechanically separated chicken. --[[User:Msallen|Msallen]] 16:08, 19 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I also contain trace amounts of lemon scent. -[[User:Slitherrr|Slitherrr]] 00:33, 20 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uhhhh. Wha? -gm&lt;br /&gt;
:Storing screen shots as I progress through vvvvvv (at [http://www.distractionware.com/ the site]). I want to beat it on no death mode! I&#039;ve gotten it down to 310 deaths so far... -[[User:66.207.91.56|66.207.91.56]]&lt;br /&gt;
:: hahaha, glad to be of service. good luck&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4425</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4425"/>
		<updated>2010-03-01T20:07:09Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* &amp;#039;&amp;#039;&amp;#039; Team MeFight (Kred Region, Gildenhome)&amp;#039;&amp;#039;&amp;#039; */  - Adding Robocop&amp;#039;s Animal Companion&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>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Al%27s_Character_Sheet&amp;diff=4423</id>
		<title>Talk:Al&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Al%27s_Character_Sheet&amp;diff=4423"/>
		<updated>2010-03-01T19:59:05Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Re: &amp;quot;Why everyone assumes I&#039;m an incompetent, and why Mr. Allen&#039;s assertions are more canonical than my own I&#039;ll never know. -gm &amp;quot;&lt;br /&gt;
&lt;br /&gt;
The lizardfolk language entry was already on this sheet--I just changed it to the newly determined name for their language. Also, related, on the [[Lizard Men]] page, should &amp;quot;Al can speak their language, but no one else in the party can,&amp;quot; be changed into something else that more closely represents reality, or should the page be taken as a &amp;quot;Germain&#039;s crazy perception&amp;quot; POV? It would be strange, given the general neutrality of this wiki, but stranger things have happened. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Weird! Hmm..&lt;br /&gt;
:: Ahh! FWIW, I believe that it originally did not have &amp;quot;Sidhe&amp;quot; written at all, but instead had &amp;quot;Lizard Man^&amp;quot; since it was clear that Al could speak with the lizard men, but the party (meta- and in-game) were laboring under the assumption Al was a human. Once most of the party (in) and all of the party (meta) is aware of the score, Sidhe got added in but the carroted &amp;quot;Lizard Man&amp;quot; got taken off. Does that make sense? I certainly hope not. ;) In short, yeah, some of &amp;quot;Germain&#039;s &amp;lt;strike&amp;gt;crazy&amp;lt;/strike&amp;gt; incomplete perception&amp;quot; got mixed up with canon. (After all, when it comes to people mixing up their roles between Player and Game Master, it&#039;s almost always Mr. Dr. Allen - it&#039;s a sort of ambiguity we&#039;ve shared in our mutual games going back to high school LARP.) -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Al%27s_Character_Sheet&amp;diff=4422</id>
		<title>Talk:Al&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Al%27s_Character_Sheet&amp;diff=4422"/>
		<updated>2010-03-01T19:54:17Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Re: &amp;quot;Why everyone assumes I&#039;m an incompetent, and why Mr. Allen&#039;s assertions are more canonical than my own I&#039;ll never know. -gm &amp;quot;&lt;br /&gt;
&lt;br /&gt;
The lizardfolk language entry was already on this sheet--I just changed it to the newly determined name for their language. Also, related, on the [[Lizard Men]] page, should &amp;quot;Al can speak their language, but no one else in the party can,&amp;quot; be changed into something else that more closely represents reality, or should the page be taken as a &amp;quot;Germain&#039;s crazy perception&amp;quot; POV? It would be strange, given the general neutrality of this wiki, but stranger things have happened. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Weird! Hmm..&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Halfling_Breeds&amp;diff=4283</id>
		<title>Halfling Breeds</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Halfling_Breeds&amp;diff=4283"/>
		<updated>2010-02-26T19:05:37Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halflings have been breeding dogs since deep antiquity, and their kinship with canine is strong to this day. Knowledge of canine husbandry, along with strong amounts of empathy and practical use, have allowed halflings to breed dogs unrivaled in the world. Indeed, the halflings have incorporated dogs into their lives and cultural in a way that mirrors that of humans and their horses, though softer. Also, unlike humans and dwarves, halflings do not use dogs as instruments of war (beyond their use as mounts and trackers). Generally speaking, Halflings do not sell their dogs and, considering their close attachment to the creatures, look at such requests as crass and tasteless, although halflings giving dogs as gifts to friends of the halfling race is not unheard of, and is the easiest avenue for non-halflings to get a halfling dog.&lt;br /&gt;
&lt;br /&gt;
Halflings typically use specially bred as draft animals, hunting companions, mounts, etc. Halfling breed dogs can broadly be seen as being one of a three broad types:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;Riding Dogs&amp;lt;/i&amp;gt; - Heavy, muscular dogs with strong backs and quick strides. As a Riding Dog, except +2 Strength and the Endurance feat instead of track. (Though they still possess &amp;lt;i&amp;gt;scent&amp;lt;/i&amp;gt;)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;Draft Dogs&amp;lt;/i&amp;gt; - Though they sometimes double as mounts or cart-driving pack animals for farmer masters, generally speaking these dogs are bred to be tireless and enthusiastic workers. As a riding dog, except with +2 Constitution and the Endurance feat instead of Track. (Though they still possess &amp;lt;i&amp;gt;scent&amp;lt;/i&amp;gt;)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;i&amp;gt;Hunting Dogs&amp;lt;/i&amp;gt; - Though smaller and less resilient than their working cousins, halfling hounds have excellent senses and awareness allow halfling hunters to track and corner small game, as well as enemy scouts and skirmishers. As a regular dog, except with double-strength scent and a +4 check to all survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|||&amp;amp;nbsp;&amp;amp;nbsp;||&#039;&#039;&#039;Riding Dog&#039;&#039;&#039;||&amp;amp;nbsp;&amp;amp;nbsp;||&#039;&#039;&#039;Draft Dog&#039;&#039;&#039;||&amp;amp;nbsp;&amp;amp;nbsp;||&#039;&#039;&#039;Hunting Dog&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size/Type&#039;&#039;&#039;||||Medium Animal||||Medium Animal||||Small Animal&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hit Dice&#039;&#039;&#039;||||2d8+4 (13hp)||||2d8+6 (15hp)||||1d8+2 (6hp)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Initiative&#039;&#039;&#039;||||+2||||+2||||+3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Speed&#039;&#039;&#039;||||40 ft.||||40 ft.||||40 ft.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor Class&#039;&#039;&#039;||||16 (+2 dex, +4 natural)||||16 (+2 dex, +4 natural)||||15 (+3 dex, +2 natural)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Base Attack/Grapple&#039;&#039;&#039;||||+2/+4||||+1/+3||||+0/-3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attack&#039;&#039;&#039;||||bite +4 1d6+4||||bite +3 1d6+3||||bite +2 1d4+1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Qualities&#039;&#039;&#039;||||low-light vision, scent||||low-light vision, scent||||low-light vision, scent (double normal ranges)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saves&#039;&#039;&#039;||||fort +5, ref +5, will +1||||fort +6, ref +5, will +1||||fort +4, ref +5, will +1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attributes&#039;&#039;&#039;||||str 17, dex 15, con 15||||str 15, dex 15, con 17||||str 13, dex 17, con 15&lt;br /&gt;
|-&lt;br /&gt;
|||||int 2, wis 12, cha 6||||int 2, wis 12, cha 6||||int 2, wis 12, cha 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skills&#039;&#039;&#039;||||jump +9, listen +5, spot +5||||jump +8, listen +5, spot +5||||jump +7, listen +5&lt;br /&gt;
|-&lt;br /&gt;
|||||swim +4, survival +1||||swim +3, survival +1||||spot +5, survival +4*&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Feats&#039;&#039;&#039;||||alertness, endurance||||alertness, endurance||||alertness, track&lt;br /&gt;
|}&lt;br /&gt;
* Hunting dogs gain an additional +8 bonus to survival when tracking by scent&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Omnity&amp;diff=4278</id>
		<title>Talk:Omnity</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Omnity&amp;diff=4278"/>
		<updated>2010-02-26T16:19:52Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: New page: Where did this come from? I like it! -gm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where did this come from? I like it! -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Blade_Dervish&amp;diff=4277</id>
		<title>Blade Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Blade_Dervish&amp;diff=4277"/>
		<updated>2010-02-26T16:17:04Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; The Petran Blade Dervish is the iconic warrior-philosopher of the Petran Empire. Graceful, highly skilled, and lightly armored, the Blade Dervish relies on movement and maneuver to both deal damage and avoid attack. Blade Dervishes often see their martial training as a means to a greater physical and mental understanding, rather than an end to itself. Most Blade Dervish abilities will only function in light or no armor.  &lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Base Attack: +5, Performance (Dance): 4 Ranks, Concentration: 2 Ranks, Tumble: 4 Ranks, Weapon Finesse, Weapon Focus ([[Petran Scimitar]]), Dodge, Mobility&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; d8&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 4+INT&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class Skills: TBL&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! &amp;amp;times; Level !! BaB !! Fort  !!  Ref  !!   Will  !! Ability  !! &lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| +1 || +0 || +2 || +2 || Dervish Dance 1/day, Uncanny Dodge, Evasion|| &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| +2 || +0 || +3 || +3 || Bonus Feat, +1 to AC and init. when in light or no armor. || &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| +3 || +1 || +3 || +3 || Dervish Dance 2/day, Improved Uncanny Dodge || &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| +4 || +1 || +4 || +4 || Bonus Feat, +2 AC and init. when in light or no armor. || &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| +5 || +2 || +4 || +4 || Dervish Dance 3/day, Improved Evasion|| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus Feats: [[Combat Momentum]], Two-Weapon Fighting, Improved Two-Weapon Fighting, Combat Expertise, Improved Weapon Focus, Weapon Spec. (Petran Scimitar), Improved Weapon Spec. (Petran Scimitar), Spring Attack, Whirlwind Attack, Improved Critical, Improved Init, Combat Expertise, Skill Focus: Tumble, Skill Focus: Perform (Dancing), Imp. Skill Focus: Perform (Dancing)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Dervish Dance&amp;lt;/i&amp;gt;: The Dervish Dance is a special sort of trance the Blade Dervish can assume when wearing no armor or light armor. It is a graceful, dance-like combat style that relies on constant motion for protection. When in a dance, you gain 1/2 your class level (rounded up) to attack rolls, damage rolls, as a dodge bonus to armor class, and as a bonus to reflex saving throws. Additionally, you may make a full attack every round, plus one move action before or after that attack, but must move at least 5 feet every round or and may not enter the same square twice or the dance is ended. In addition, when in a Dervish Dance, the Blade Dervish may take 10s on tumble and jump checks, even when she would normally not be able to do so. The dance lasts for your Performance (Dance)/2 rounds, and ends with exhaustion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Classes]]&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Bastard_Sword&amp;diff=4276</id>
		<title>Barbarian King&#039;s Bastard Sword</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Barbarian_King%27s_Bastard_Sword&amp;diff=4276"/>
		<updated>2010-02-26T16:13:39Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recovered from the [[Tomb of the Barbarian King]] near [[Wydmoor Free City]], it is a bronze bastard sword of ancient and primitive make, although of high quality for its age. The handle is of darkwood and bone, with a grip made of overlapping X&#039;s of rope tied in intricate patterns. &lt;br /&gt;
&lt;br /&gt;
Functionally, it is a +2 Vicious Bastard Sword. &amp;lt;i&amp;gt;Identify&amp;lt;/i&amp;gt; indicates there are other latent powers or abilities, which can be discovered thorough use or advanced divination, such as &amp;lt;i&amp;gt;legend lore&amp;lt;/i&amp;gt; or &amp;lt;i&amp;gt;analyze dewomer&amp;lt;/i&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Because it is made of bronze, it is somewhat more heavy and awkward to use, suffering a -1 penalty on attack rolls.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4257</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=4257"/>
		<updated>2010-02-24T14:17:59Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4236</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=4236"/>
		<updated>2010-02-22T19:14:25Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
: 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;
: 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;
: &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;
: 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;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4235</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=4235"/>
		<updated>2010-02-22T19:14:02Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
: 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;
: 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;
: &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;
: 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;
:&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;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4234</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=4234"/>
		<updated>2010-02-22T19:13:28Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
: 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;
: 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;
: &lt;br /&gt;
: Main Points (Smoker)&lt;br /&gt;
: 1. Touch grapple @ range, if successful target is helpless, but not prone. &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;
:&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;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User_talk:Detarame&amp;diff=4233</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=4233"/>
		<updated>2010-02-22T19:01:20Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;br /&gt;
:::: Yeah, I just got my first non-companion units on sunday, and I only got to play with them for two hours. Still very new to them.&lt;br /&gt;
:::: I was pretty good with orders in Nova... at my peak boredom, I took over every planet in the pirate, human, and auroran planet. At that point, though, I couldn&#039;t even take over a single polaris planet because their ships were too good. Or maybe I could take over the small ones. I can&#039;t remember.&lt;br /&gt;
::::: I only ever finished the Polaris quest line, I think. I tend to start and restart rather than getting crazy conquesty. There are some people on the MeFight forums who have eliminated entire FACTIONS from M&amp;amp;B. Wow.&lt;br /&gt;
&lt;br /&gt;
:::: I hear the game is pretty heavily modded. Do you recommend any besides the native expansion? --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Probably, but NE is all I use and, honestly, it&#039;s really more than enough. Combat is MUCH more lethal, and they&#039;ve beefed up spearmen with the ability to set vs. a charge. Charging into a set spearmen is an auto-kill for your horse. Additionally, they&#039;ve added improvements to castles and villages, plus made it so those villages and castles actually pay enough to maintain an army. (The problem I ran into in M&amp;amp;B is somewhere around my second or third castle, the cost of garrisoning them - even at the 1/2 price you get for stationed armies - was far more than I was taking in, leading to me having to spend all my time looting and checking my expansion.) NE also, I think, doubles the amount of value you get for Leadership and Prisoner Management, varies the price you receive from the slaver (better units = more money), and a lot of other clever stuff. It also stretches out leveling a bit : in standard, it is very hard to progress past about level 25 or so, and I think NE starts to grind around 30-35. I&#039;d check it out.  My characters, FWIW, all tend to be INT/CHR builds, usually with something like power draw/horse archery 3. My goal is, one day, to own my own city, but I have not managed that yet: they&#039;re hard as hell to take.&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User_talk:Detarame&amp;diff=4227</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=4227"/>
		<updated>2010-02-22T15:17:57Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Dragons&amp;diff=4194</id>
		<title>Talk:Dragons</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Dragons&amp;diff=4194"/>
		<updated>2010-02-19T15:00:38Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the status of the Dragons? Nonexistent? Legendary? Corner-store convenience? I only ask because I was thinking about it while thinking of the Lizardfolk linguistic history. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: The last dragons were killed during Alexandria&#039;s time. There were four chromatic dragons and one metallic one. Dragons as a thriving species hasn&#039;t existed since the Primal Age - most were killed during the First War. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4107</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=4107"/>
		<updated>2010-02-17T19:35:49Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* &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;
[[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]]&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;
 Placeholder Spot - 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>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Anise%27s_Character_Sheet_(3.5e)&amp;diff=3974</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=3974"/>
		<updated>2010-02-16T15:17:12Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
::: Well, if my past campaigns are any indicator, everything goes downhill when the PCs show up. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Proposed_Feats&amp;diff=3662</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=3662"/>
		<updated>2010-01-28T15:46:14Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
&lt;br /&gt;
&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;
:: * 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;
:: * 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>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=3649</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=3649"/>
		<updated>2010-01-27T14:52:52Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &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;
[[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]]&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>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Kib_Absold%27s_Character_Sheet&amp;diff=3616</id>
		<title>Talk:Kib Absold&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Kib_Absold%27s_Character_Sheet&amp;diff=3616"/>
		<updated>2010-01-25T14:41:10Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Leveling notes (for my reference)=&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
*1: Prof 1(prof bonus feat:negotiator, standard feat: imp unarmed, human feat: combat reflexes, FRW: +2/+3/+1, BAB: +0)&lt;br /&gt;
*2: Prof 2(canny defense, FRW: +2/+4/+2, BAB: +1)&lt;br /&gt;
*3: Fighter 1(fighter bonus feat: combat expertise, standard feat: imp trip, FRW: +4/+4/+2, BAB: +2)&lt;br /&gt;
*4: Prof 3(stat point: +1 INT, prof bonus feat: forceful personality, FRW: +5/+4/+4, BAB: +3)&lt;br /&gt;
*5: Prof 4 (uncanny dodge, FRW: +5/+5/+5, BAB: +4)&lt;br /&gt;
*6: Prof 5 (standard feat: endurance, prof bonus feat: sf(diplo) OR self-sufficient OR persuasive, FRW: +5/+5/+5, BAB: +4)&lt;br /&gt;
*7: Prof 6 (leadership training, FRW: +6/+6/+6, BAB: +5)&lt;br /&gt;
*8: Prof 7 (prof bonus feat: sf(diplo) OR self-sufficient OR persuasive, stat point: TBD (probably cha), FRW: +6/+6/+6, BAB: +6/+1)&lt;br /&gt;
*9: Field Marshall 1 (standard feat: hold the line OR die-hard, heroic rally, commanding presence(skill checks), FRW: +8/+6/+8, BAB: +7/+2)&lt;br /&gt;
*10: Field Marshall 2 (imp leadership, commanding presence (saves and init), FRW: +9/+6/+9, BAB: +8/+3)&lt;br /&gt;
*11: Prof 8 (tactical competence, FRW: +9/+7/+10, BAB: +9/+4)&lt;br /&gt;
*12: Prof 9 (stat point: TBD (probably cha), prof bonus feat: lightning reflexes, standard feat: blind-fight OR improved grapple OR imp initiative OR weapon focus (guisarme),FRW: +10/+9/+11, BAB: +9/+4)&lt;br /&gt;
*13: Field Marshall 3 (keen awareness, commanding presence(ac), FRW: +10/+10/+11 BAB: +10/+5)&lt;br /&gt;
*14: Prof 10 (prof development (mettle or slippery mind or imp uncanny dodge), FRW: +10/+11/+12, BAB: +11/+6/+1)&lt;br /&gt;
*15: Field Marshall 4 (standard feat: blind-fight OR improved grapple OR imp initiative OR weapon focus(guisarme), commanding presence(to hit/damage), commanding presence range increase, FRW: +11/+11/+13, BAB: +12/+7/+2)&lt;br /&gt;
*16: Field Marshall 5 (stat point: TBD, inspiration,FRW: +11/+12/+13, BAB: +13/+8/+3)&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
*17: Prof 11 OR Sentinel 1 OR Rogue 1&lt;br /&gt;
*18: Prof 12 OR Sentinel 2 OR Rogue 2 (standard feat: blind-fight OR improved grapple OR imp initiative)&lt;br /&gt;
*19: Prof 13 OR Sentinel 3 OR Rogue 3&lt;br /&gt;
*20: Prof 14 OR Sentinel 4 OR Rogue 4 (stat point: TBD)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Keep Diplomacy, Intimidate, Spot, Listen, Sense Motive capped.  Add at least 1 point each to the three knowledges by level 8.  Add to the next as points permit (highest priority first): Heal, Bluff, Use Rope, Swim, Climb, Survival, Speak Language (as appropriate, but the more the merrier), Ride (up to whatever gives +10, +15 or +20, depending on how much mounts become a part of the campaign).  Possibly work in points in hide, move silently, escape artist, etc. (but generally, hope for the thief to have those covered).&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Ok, that finally adds up. Changing level 1 Int means a lot of record-keeping, but it&#039;s all straight now. I added Gnomish rather than the probably-more-likely Fresian just to keep from having to retcon the encounter with Diamon Pegg. Skills are straight, too, I added them like eight times. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hey, so, the Field Marshall and the Professional now both have abilities that give INT bonus to AC, but in different ways. How will we handle that? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: Well, it looks like there is no conflict? One increases your Dex bonus, and one gives some other kind of named bonus? Stackability is determined by the descriptor tag, not the origin. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Domestication&amp;diff=3577</id>
		<title>Talk:Domestication</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Domestication&amp;diff=3577"/>
		<updated>2010-01-22T18:52:42Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s get back to content until we can skype this Professional thing! -gm&lt;br /&gt;
: We&#039;d moved on to ride/handle animal ;) Dwarves + cats = win. I love the influence DF has had on the world --[[User:Msallen|Msallen]]&lt;br /&gt;
:: I&#039;ve always thought all the races were a little too human for beings that measure life in centuries. I think it fits well with the LN alignment of the dwarves. Imminently practical and pretty amoral. Living underground, especially, it makes sense to keep cats around. And, if there&#039;s one thing cats like to do, its fuck. So, you have herds of cats roaming around, and some of them will get picked up as pets, and the rest just sort of roam free keeping the halls clear until someone scoops them up. I mean, seriously, cats will reproduce like a motherfucker. What else are you going to do with them? It&#039;s not like dwarves are going to be swayed by the &amp;quot;aww cute&amp;quot; factor.  -gm&lt;br /&gt;
::: Sure, its like chickens in a lot of places... everyone in town feeds them their leftover breads and grains, and then eats them when they need a little meats --[[User:Msallen|Msallen]]&lt;br /&gt;
Speaking of the Professional thing, we have a good time/day for that? Preferably during the week? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Jones keeps telling us that he can&#039;t do it unless we plan, and then refuses to suggest and dates. I&#039;m out of time this week, although the weekend days could work. Next week I probably have 3 evenings spoken for already too (wed + fri + word drinks one day). --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Well, I didn&#039;t realize I was the only person with free will and google calendar. Weeknights between 5-8 central is pretty good for me, as is weekend afternoons. -gm&lt;br /&gt;
::: I think both of us have more flexible schedules than you. Weeknights between 5-12 EST are good for me if I know in advance (I tend not to be around the computer if I don&#039;t), and weekend afternoons before 4ish EST, and if we&#039;re really pressed, I can actually schedule things around on weekdays to accommodate (although maybe not for much longer, depending on how this job thing works out). Of course, next week and the week after I&#039;ll be unavailable for special reasons, but my schedule will be completely normal after that. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: No, I&#039;ve got the worst schedule. I just keep suggesting dates, only to be ignored by Jones! Story of my life. I require a few days warning is all. I&#039;ll check with the logisitics and transportation dept. about the weekend, but I suspect I&#039;ll be ignored again once I get the data! --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Data? Useful data must be clearly demarcated! -gm&lt;br /&gt;
:::::: Why, you&#039;ll just edit over it ;) &#039;&#039;&#039;!$#!$#LOOKS LIKE EITHER WEEKEND DAY WILL WORK FOR ME THIS WEEKEND#$!#$!&#039;&#039;&#039; --[[User:Msallen|Msallen]]&lt;br /&gt;
::::::: Saturday&#039;s filled for me, but Sunday is good. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::::: Sunday afternoon it is, then. I&#039;d rather be playing D&amp;amp;D with the MeFights, though. ;) -gm&lt;br /&gt;
::::::::: SUNDAY SUNDAY SUNDAY! PAY FOR THE WHOLE SEAT, ONLY USE THE EDGE! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::::: That&#039;s because my Dog takes up most of the seat. :( -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Domestication&amp;diff=3559</id>
		<title>Talk:Domestication</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Domestication&amp;diff=3559"/>
		<updated>2010-01-21T13:49:24Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Let&#039;s get back to content until we can skype this Professional thing! -gm&lt;br /&gt;
: We&#039;d moved on to ride/handle animal ;) Dwarves + cats = win. I love the influence DF has had on the world --[[User:Msallen|Msallen]]&lt;br /&gt;
:: I&#039;ve always thought all the races were a little too human for beings that measure life in centuries. I think it fits well with the LN alignment of the dwarves. Imminently practical and pretty amoral. Living underground, especially, it makes sense to keep cats around. And, if there&#039;s one thing cats like to do, its fuck. So, you have herds of cats roaming around, and some of them will get picked up as pets, and the rest just sort of roam free keeping the halls clear until someone scoops them up. I mean, seriously, cats will reproduce like a motherfucker. What else are you going to do with them? It&#039;s not like dwarves are going to be swayed by the &amp;quot;aww cute&amp;quot; factor.  -gm&lt;br /&gt;
::: Sure, its like chickens in a lot of places... everyone in town feeds them their leftover breads and grains, and then eats them when they need a little meats --[[User:Msallen|Msallen]]&lt;br /&gt;
Speaking of the Professional thing, we have a good time/day for that? Preferably during the week? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Jones keeps telling us that he can&#039;t do it unless we plan, and then refuses to suggest and dates. I&#039;m out of time this week, although the weekend days could work. Next week I probably have 3 evenings spoken for already too (wed + fri + word drinks one day). --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Well, I didn&#039;t realize I was the only person with free will and google calendar. Weeknights between 5-8 central is pretty good for me, as is weekend afternoons. -gm&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=3533</id>
		<title>Talk:Bog Wraiths</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Bog_Wraiths&amp;diff=3533"/>
		<updated>2010-01-20T19:47:03Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to clear up this page a bit. Paragraphs love you, Matt, why do you hate them?&lt;br /&gt;
&lt;br /&gt;
I got a little confused about how the Wraiths came to be tied to Wydmoor under the Rockheart Charter (in italics in the text). Its probably because I don&#039;t know anything about the charter, sentinels of the stand, convention of autonomy, or stones of law. As it stands right now, I don&#039;t know why the Wraths are tied to the city and not the church. Can you clear this up?&lt;br /&gt;
&lt;br /&gt;
Also, you said in the beginning that they were &amp;quot;The largest of the few truly independent mercenary companies&amp;quot;, and then later said &amp;quot;their survival is inexorably tied to the free city&amp;quot;. I removed the part about being truly independent because it doesn&#039;t seem like they are anymore.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, I will try to clear that up right now. &amp;quot;Truly Independent&amp;quot; because they are not directly tied to a major nation-state or the chruch: Since Wydmoor is the only &amp;quot;Free City&amp;quot;, I figured it still counted. I can see why that would be unclear.  [[User:96.4.191.20|96.4.191.20]] 10:15, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PS. &amp;quot;Bog Wraiths&amp;quot; is a really good name for these guys. Much cooler for them than the magic card. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bog_Wraith.jpg|frame|Scary Mo-Fuckin&#039; Shit|BITCHES STAY OUTTA MY GRAVEYARD. &amp;lt;br&amp;gt; In Draft and Sealed, this guy is the TRUTH.]]&lt;/div&gt;</summary>
		<author><name>207.191.191.21</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Professional_(3.5e)&amp;diff=3377</id>
		<title>Talk:Professional (3.5e)</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Professional_(3.5e)&amp;diff=3377"/>
		<updated>2010-01-15T13:13:07Z</updated>

		<summary type="html">&lt;p&gt;207.191.191.21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Slith, there is an ongoing discussion about professional that you should be included in and weigh in on. We have a pretty solid second option for this class where we drop evasion, bump the hp to d8, and give medium armor prof (and probably switch ref save to fort). There are a few reasons to do this:&lt;br /&gt;
* Jones thinks evasion is the purview of the rogue class (much like the trap/umd skills that were omitted here)&lt;br /&gt;
* I think it makes the class more splashable for rogues, while boosting its value to combat classes based on a little more resilience.&lt;br /&gt;
* Evasion has a supernatural flavor, while armor prof has a training/education flavor. I think we mitigate this by making the professions &amp;quot;exceptionally attentive&amp;quot; language.&lt;br /&gt;
The cons are:&lt;br /&gt;
* Is it too powerful?&lt;br /&gt;
* Does it mess with any of our respective character plans?&lt;br /&gt;
* Which makes more sense?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Compared with a rogue, the prof is probably a little better for skills. He has a wider range of skills, plus the copious skill feats, but he is missing some of the really strong rogue skills. In terms of combat, however, the prof is severely lacking in DPS, and a little worse off for magical and AoE attacks (although probably not martial combat, where the armor will help).&lt;br /&gt;
&lt;br /&gt;
* Compared with a cleric, the prof is a little worse in combat. He has the same HP and damage (cleric weapon restrictions are mostly flavor), but he has more limited armor selection. Which means the Prof basically trades the clerics great casting abilities for great skills, which may be a poor trade. Of course, cleric is the most powerful class in 3.5 by a pretty big margin, so lets keep that in mind.&lt;br /&gt;
&lt;br /&gt;
* Give a +3 bonus instead of +2&lt;br /&gt;
&lt;br /&gt;
* Make target flat-footed until beginning of next turn&lt;br /&gt;
&lt;br /&gt;
* Grant temporary hit points&lt;br /&gt;
&lt;br /&gt;
* Perform 2/3/4 aid another actions as a full action&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We might also grant special abilities from above based on skills and not on AC10 attack rolls, but I&#039;m not sure its worth the complication.&lt;br /&gt;
&lt;br /&gt;
*Hit Dice: d8&lt;br /&gt;
*Armor: Medium and Light&lt;br /&gt;
*Remove Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, and bonus feats on levels 7 and 13.&lt;br /&gt;
*Add ability: &#039;Tactical Proficiency&#039;: At level four, and every fourth level thereafter, gain the ability to use another Aid Another action each round. This action can be used in any way that Aid Another could generally be used. All Aid Another actions in a round can only be used on a single target. Bonuses from multiple Aid Another actions do not stack. Using any number of Aid Another actions is a standard action, and the actions must all be performed at the same time (i.e., no movement between actions). At levels 2, 7 and 13, the Professional can augment his Aid Another action by choosing from the following list:&lt;br /&gt;
**Rallying Boost: The target gains Professional&#039;s Charisma bonus temporary hitpoints for one round. After the round, the hit points are lost. If this puts the target into the negatives, he suffers all applicable penalties. This ability may only be in effect once per target--later uses of Rallying Boost on the same target before it expires will maintain the ability, rather than adding more hit points. This ability cannot be used on allies who are unable to hear the Professional (by virtue of deafness, unconsciousness, or similar effect) &lt;br /&gt;
**Snap Out of It: A designated, adjacent ally gains an additional Will save against a mind-affecting ability. This ability can only be used once per round, and only on the same round, or the round immediately after the mind-affecting ability takes effect. &lt;br /&gt;
**Look, Over Here!: For one round, a designated enemy that the Professional threatens becomes flat-footed with respect to a designated ally, removing the enemy&#039;s Dex bonus to AC (and, hence, allowing sneak attacks) on the ally&#039;s round.&lt;br /&gt;
**Competence: On an Aid Another in Combat action, add a +3 to the ally&#039;s attack roll or AC, rather than +2.&lt;br /&gt;
**Vulnerability Guard: Prevent an opponent from making a single opportunity attack against the ally before the start of your next turn. This may only be used once per turn.&lt;br /&gt;
*As part of Professional Development, the Professional may instead choose to augment his Aid Another ability, as above.&lt;br /&gt;
*As part of Professional Development, add the following option: You Can Do Better: On a successful Aid Another action involving a skill check, you may instead opt to make a check against DC 20 to allow the ally being aided to reroll and keep the better of two results. This may be used only once for the task in question, and cannot be used on any check whose result is normally kept secret (Spot checks, Move Silently checks, and so on). &lt;br /&gt;
*Remove &amp;quot;Roguish Knowledge&amp;quot; as a Professional Development option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Allow an ally adjacent to you to make a 5 foot step without provoking an attack of opportunity (possibly has be adjacent to you before and after step?)&lt;br /&gt;
:5-foot-step as part of a larger move, I suppose? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
* Prevent an opponent from making a single opportunity attack before the start of your next turn&lt;br /&gt;
* Aid checks (in skill or combat) against DC 15/20/25 to grant +3/4/5 bonuses (really this just a different phrasing of suggestions we all made)&lt;br /&gt;
WRT multiple &amp;quot;aid another&amp;quot; uses in a single turn... I would suggest modeling it after extra attacks gained in melee. Ie. The player can take a &#039;&#039;full action&#039;&#039; and use all his aids and take a 5-foot step, or can take a move action and make a single aid. Along that line, I would say gets extra aids at 6/11/16 when a war would get extra attacks, or at 8/15 with the prof&#039;s extra attacks. Also, maybe allow mixing aids and attacks in the later case?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
From GM:&lt;br /&gt;
*Balance Issues. These abilities are, on balance, WAY overpowered. With no cooldown or use limits, this class becomes a major spoiler. &lt;br /&gt;
**Abilities should be cantrip/slight advantage level. Major enchancements must remain the pervue of caster classes. Something that gives a short term CH bonus to HP might be acceptable, but something that gives 1d8+CHR is clearly TOO powerful. (Yes, durations are longer on spells. However, spells by their very nature have an opportunity cost balancer built in as you can only cast a small number of whatever spell we&#039;re talking about, and only by not preparing some OTHER spell.)&lt;br /&gt;
**Likewise with the &amp;quot;Snap Out Of It&amp;quot;, which is not only better hands down than Remove Fear, but also a MAJOR spoiler for any and all caster classes. Repeated retries, *AT A BONUS*? That&#039;s a vanilla ability that shuts down even the highest level spells. Clearly not what the class is designed around, or even thematically proper. &lt;br /&gt;
**I don&#039;t mind aid checks, or even a professional who gives better bonuses, +4? +5? Clearly outside the realm of balance.  &lt;br /&gt;
**The goal should be to make the Professional more SURVIVABLE at combat, not necessarily more THREATENING, at least in my mind. Small bonuses to allies is a PERFECT fit, but the trouble is going to be finding (a) appropriate abilities that are (b) balanced. &lt;br /&gt;
**Buffs need to be single target. Party buffs are the realm of the Bard.&lt;br /&gt;
**&amp;quot;Interrupt Abilities&amp;quot; and other rule benders should stay in Prestige Classes. Things that break the flow of combat, allow move/action interruptions, etc. (such as the Traveler&#039;s abilities) should be the rarest of rare abilities, for reasons of both balance and flow. &lt;br /&gt;
&lt;br /&gt;
Some ideas I floated to Slitherrr:&lt;br /&gt;
*For Lvl 2 and 4 abilities.&lt;br /&gt;
**INT bonus to AC.&lt;br /&gt;
**INT bonus to HP. &lt;br /&gt;
**Stumbling Block: Usually classes that get weird attribute/status crossovers have several prime stats. (Monk, Paladin, Swashbuckler) Professional essentially is INT primary, CHR secondary, and so this could be a severe balance issue.)&lt;br /&gt;
*Post Lvl 6: More powerful single target buffs that can ONLY affect Cohorts. &lt;br /&gt;
*Improved Flanking (does not have to be adjacent to give and receive flank bonuses)&lt;br /&gt;
*The rerolling skills ability has grown on me, perhaps as a sort of &amp;quot;Improved Aid Another&amp;quot;. Instead of a DC 10 to give a +2, hit a DC 20 or 25 to two checks, taking the greater. (Now, of course, the professional would have to have his own ranks in the skill to aid). This sort of goes counter to my &amp;quot;too many rolls&amp;quot; rule, seemingly, but it&#039;s only in COMBAT that tons of extra rolls should be avoided. &lt;br /&gt;
*Upending Slitherrr&#039;s suggestion - Rather than having the professional give a single bonus to multiple people in a round as he grows, allow him to give multiple small bonuses to a single target in a round as he grows.&lt;br /&gt;
:: On that note, another entirely different option for an int/char class is to just give out spells like a bard/ranger/paladin. Then we don&#039;t have to come up with a crazy new system, just shoose appropriate spells. --[[User:Msallen|Msallen]] 14:59, 12 January 2010 (EST)&lt;br /&gt;
::: In your heart of hearts, you know spells do not belong as part of this class. -gm&lt;br /&gt;
:::: Yes and no :) No, because if we end up reinventing spells through some complicated and highly-flexible prof dev., we might as well just re-use something that is already there. Spells get re-flavored so much for different classes that we can just do it here--the prof&#039;s spells are based on his supernatural charm or something. Yes because I hate playing spellcasters in any pre-4 D&amp;amp;D version! --[[User:Msallen|Msallen]] 15:13, 12 January 2010 (EST)&lt;br /&gt;
:::::And I just hate playing spellcasters, period.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Ha, spellcasting FTW! &amp;quot;Spells get re-flavored so much for different classes that we can just do it here.&amp;quot; Yeah, for classes where it makes sense to give them access to divine or arcane spells. Some classes maybe mimic &amp;lt;i&amp;gt;specific spell effects&amp;lt;/i&amp;gt;, such as the &amp;lt;i&amp;gt;pass without trace&amp;lt;/i&amp;gt; ability of Wild Gnomes, but that&#039;s an entirely different creature from having access to a pick-and-choose spell list. Also: You are mixing up GERMAIN or the DRAGOMAN PRESTIGE with the PROFESSIONAL, there&#039;s no &amp;quot;supernatural charm&amp;quot; there. Reread your own introduction to the class. -gm&lt;br /&gt;
&lt;br /&gt;
It does seem, though, that we have a good thing coalescing here. Here&#039;s a rough outline that Jones will probably like:&lt;br /&gt;
&lt;br /&gt;
Professional: Lots of skills, mostly talky stuff. Enough beef to survive battles, particularly if splashed with battle classes. (My main problem with Evasion, personally, is not that it&#039;s the Rogue&#039;s thing, but that it imposes that light armor limitation, making this harder to do). Good Will saves fit with the talky stuff (when persuading, it&#039;s always a good idea not to be easily persuaded). Good Reflex saves fit with the &amp;quot;staying alive&amp;quot; stuff. The class only fits in a campaign where the GM is willing to make encounters that have at least some hope of a Diplomacy option, because unlike every core D&amp;amp;D class, the Professional has pretty much no saving grace in battle, to make up for how awesome he is outside of it (this is Jonesy&#039;s interpretation, and I&#039;m inclined to agree. Diplomacy, while so very heavily dependent on the GM for effectiveness (it has SO MANY caveats on its use, like taking a minute for each check, being effectively only one-use, and not working on things that are actively trying to kill you), is very easy to stack with synergies from feats and skills). Being able to acquire languages with very little cost is helpful in a lot of ways, but again, only if the GM lets it (it&#039;s very easy to plop the characters in a situations where none of them speak the languages in question, with a minimum of hand-waving). Basically, it&#039;s the ultimate GM trust class.&lt;br /&gt;
&lt;br /&gt;
Throughout development: Bonus feats that enhance skillmonkey and talky stuff.&lt;br /&gt;
Levels 2-6: Cantrip-level Aid Another ability enhancements, usable on any ally.&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
Level 6: Leadership (and the cohorts) come in as an ability that mitigates the fact that the Professional&#039;s development makes him severely unsurvivable at higher levels (not enough combat feats to ramp up melee damage, no sneak attack, no higher-level spells, no damage resistance or rage, etc etc etc). The Aid Another enhancements start becoming more powerful, but only work on the cohort (we need a hand-wave for this). I could definitely see some of the Aid Another things sticking around as abilities usable on everyone (the skill check reroll ability is only useful on non-cohorts, for example, because if the GM has any sense, the cohort&#039;s skillset will be dramatically different from the Professional&#039;s). The Professional Developments, then, should work to further the Professional in his focus, or fill in some gaps.&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So now that we&#039;ve had some time to think about this, some questions:&lt;br /&gt;
* Do we want to only focus on improving the survivability of the prof?&lt;br /&gt;
* Do we want to only focus on some sort of &amp;quot;improved aid another&amp;quot; set of abilities?&lt;br /&gt;
* Would giving more aid another abilities be enough if we made survivability changes?&lt;br /&gt;
--[[User:Msallen|Msallen]] 09:23, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Yes-ish, but not entirely. We are *tweaking* not *rebuilding*. Evasion tree does not belong, so we need to find something comparable to swap out. I think the replacement should focus on survivability, but that does not exclude other additions or tweaks. &lt;br /&gt;
* Maybe, if it can be balanced. I like the idea, but I&#039;m loathe to rebuild the class from the ground up. &lt;br /&gt;
* Probably, yeah.&lt;br /&gt;
&lt;br /&gt;
-gm&lt;br /&gt;
&lt;br /&gt;
Well, evasion goes. Uncanny dodge may or may not. I&#039;m thinking we should go the round of aid another increases at whatever levels are sensible (perhaps, 7, 13, 20, so 4 Aid Another actions total?), with, say, choices between two abilities junctures. If we follow Monk/Ranger conventions, then that gives choices at 1,2 and 6 (then 11 and 17 for similar choices), but with the bonus feat lists, it might be more sensible to have fewer aid another selections (depending on how powerful the aid another stuff is). I understand Jones&#039;s perspective on having the stuff that affects everyone be, say, cantrip-level stuff if it&#039;s in combat, UNLESS we keep the Prof&#039;s hp at 6/level and armor at light. If we go the latter route, we&#039;re treading strongly into Bard territory, so I prefer the former. &lt;br /&gt;
&lt;br /&gt;
SO. &lt;br /&gt;
&lt;br /&gt;
I propose a choice between these at level 2:&lt;br /&gt;
&lt;br /&gt;
*Snap out of it!: Within a round of an adjacent ally being affected by an enchantment, add (something--Charisma, maybe? Charisma + half Prof level?) to the ally&#039;s Will Save roll against that enchantment. If the result is over the DC to save, reduce the duration of the effect by one round. This ability may only be attempted once per enchantment.&lt;br /&gt;
*Just Hold On a Little Longer: For (some number) rounds, give a dying, adjacent ally (some number) of temporary hitpoints. The ally will be stabilized for this period of time. If the temporary hitpoints put the ally at 0 or greater hit points, he becomes Disabled for as long as his hit points are not negative. Once the hit points expire, the ally is no longer treated as stabilized unless he has been treated. (This is worded in a complicated manner, but basically, give your guy a couple of extra rounds at death&#039;s door, and possibly give him some time to move out of the line of fire).&lt;br /&gt;
&lt;br /&gt;
Then, at level 4, lose Uncanny Dodge and gain this:&lt;br /&gt;
&lt;br /&gt;
* Aid Another gives a +3 to attack rolls rather than +2&lt;br /&gt;
&lt;br /&gt;
Level 6 he gets Leadership, and a choice between cohort-specific Aid Another abilities to go with it, like, say, the skill reroll ability, or the stronger temp hitpoints thing, or something else. Level 8 gets Improved Flanking (rather than Improved Uncanny Dodge). Then we&#039;re looking at another Aid Another choice somewhere in between 10 and 20, or possibly two, to keep him alive at higher levels (since his dps will be dropping off sharply in this range, compared to classes that actually beat things up for a living).&lt;br /&gt;
&lt;br /&gt;
How&#039;s that sound so far? If that&#039;s way too much of a rebuild for gm&#039;s taste, then, well, I&#039;m not really sure where to go, mostly because I can&#039;t think of a good drop-in replacement for Evasion, and partly because I&#039;m just enamored with this whole Aid Another thing.&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
:: I like the Aid Another thing in its current incarnation, as well, and it&#039;s some good flavor all around and can be worked in somewhere, either as a character ability or even a feat. (Or, best of both worlds, a feat that is part of the professional&#039;s bonus feat list) And, yes, even those aid another skills are a lot more balanced. (Though honestly i think a second will or Will -2 or will -4 save to shrug off the effect would be easier and more useful than a save with a huge bonus to reduce the duration by around.)( I think D&amp;amp;D trys to stay out of the realm of having effects than change the duration of someone else&#039;s effect in progress. If only for bookkeeping sake. However, yeah, at the end of the day, this convention was called to deal with low level survivability without Evasion/Improved Evasion and it feels like we&#039;ve gone far afield. Maybe there&#039;s nothing that can be done and we&#039;re stuck with evasion. That&#039;s sub optimal but acceptable if that&#039;s all we can do. -gm&lt;br /&gt;
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&#039;&#039;&#039;I think we should haggle this out in a call! --[[User:Msallen|Msallen]] 13:21, 14 January 2010 (EST)&#039;&#039;&#039;&lt;br /&gt;
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:I&#039;m okay with that. I&#039;ll try to be available later. Skype name is tehwilsonat0r. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:: I can skip the gym tonight for this call. What time/zone? I usually don&#039;t get home before 7 EST, but I can for this. I worked late last night anyways. Also could do MLK or daytime over the weekend.&lt;br /&gt;
:: PS. read the top of the edit page: &#039;&#039;WARNING: This page is 31 kilobytes long; some browsers may have problems editing pages approaching or longer than 32kb. Please consider breaking the page into smaller sections.&#039;&#039; --[[User:Msallen|Msallen]] 13:27, 14 January 2010 (EST)&lt;br /&gt;
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::: I am acidslug on skype, but time must be scheduled in advance if I&#039;m to have any hope of attending.&lt;br /&gt;
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:::I shortened a bunch of stuff at the top, keeping some bullet points for reference. If we&#039;re really interested exact content of things removed, we can look at previous revisions. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
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:::: Matt, I suggested some other times before you borked the page. Any of those work for you? --[[User:Msallen|Msallen]] 14:39, 14 January 2010 (EST)&lt;br /&gt;
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::::: What were the times? -gm&lt;/div&gt;</summary>
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