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	<id>https://wiki.memphisgamers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=66.207.91.56</id>
	<title>Sourcebook Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.memphisgamers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=66.207.91.56"/>
	<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Special:Contributions/66.207.91.56"/>
	<updated>2026-06-20T22:54:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.2</generator>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Enhance_Wildshape&amp;diff=7614</id>
		<title>Enhance Wildshape</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Enhance_Wildshape&amp;diff=7614"/>
		<updated>2011-02-16T16:08:41Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
| school=Transmutation&lt;br /&gt;
| class1=Drd&lt;br /&gt;
| class1lvl=4&lt;br /&gt;
| comp=V, S&lt;br /&gt;
| casttime=1 minute&lt;br /&gt;
| range=Personal&lt;br /&gt;
| tsea=t&lt;br /&gt;
| subj=Self&lt;br /&gt;
| dur=1 hour/lvl&lt;br /&gt;
| save=No&lt;br /&gt;
| sr=No&lt;br /&gt;
| text=This spell infuses your wildshape ability with magical energy, making it more powerful. The type of enhancement must be chosen at the time of casting, and cannot be changed once cast. The next time you activate your wildshape ability during the spell&#039;s duration, this spell enhances your form in the way you have chosen. This change applies only to the first form, and the spell is lost if you change forms again, even under the spell&#039;s duration. You may select one of the following enhancements:&lt;br /&gt;
&lt;br /&gt;
* You may assume the form of a beast.&lt;br /&gt;
* You may assume the form of a plant.&lt;br /&gt;
* You gain the extraordinary, but not supernatural, abilities of your chosen form.&lt;br /&gt;
* The new form is stronger, and gains a +4 strength bonus.&lt;br /&gt;
* The new form is quicker and more agile, and gains a +4 dexterity bonus.&lt;br /&gt;
* The new form is more hardy, and gains a +4 constitution bonus. &lt;br /&gt;
&lt;br /&gt;
A druid may be under the influence of multiple castings of this spell, so long as a different enhancement is chosen each time. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User:Slitherrr&amp;diff=7463</id>
		<title>User:Slitherrr</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=User:Slitherrr&amp;diff=7463"/>
		<updated>2011-02-15T17:47:01Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;slitherrr@mefightclub.com&lt;br /&gt;
&lt;br /&gt;
Player of [[Kib Absold]] with [[Main Page#Team_MeFight_.28Kred_Region.2C_Gildenhome.29 | Team MeFight]].&lt;br /&gt;
&lt;br /&gt;
=Scratch Pad=&lt;br /&gt;
http://rptools.net/&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.rpgobjects.com/index.php?c=orpg&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.rpgmapshare.com/&amp;lt;br /&amp;gt;&lt;br /&gt;
http://gallery.rptools.net/main.php&amp;lt;br /&amp;gt;&lt;br /&gt;
http://slitherrr.nethernet.com/statcalc/&amp;lt;br /&amp;gt;&lt;br /&gt;
http://monsterfinder.dndrunde.de/&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stuff to Work On==&lt;br /&gt;
*Ruuunes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meta-Wiki Projects==&lt;br /&gt;
*SoTC Wiki Branding and fleshing out&lt;br /&gt;
*Extension to pull some of the syntactic salt out of using the talk template syntax&lt;br /&gt;
*[[CAPTCHA|FancyCAPTCHA]]&lt;br /&gt;
&lt;br /&gt;
==VVVVVV==&lt;br /&gt;
[[Image:VRank1st.png]]&lt;br /&gt;
[[Image:VRank3rd.png]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Anise&amp;diff=7452</id>
		<title>Anise</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Anise&amp;diff=7452"/>
		<updated>2011-02-15T14:10:48Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox|Anise.jpg|6|[[Human]]|[[Ranger]]|Masterwork Studded Leather|Masterwork Composite Longbow, Longsword|Someplace, [[Odessa]]}}&lt;br /&gt;
&lt;br /&gt;
A ranger from a rural forested area of Oddesa, Anise Breckt honed her skills growing up, and was sent off to join the military. She served as an archer and scout for the Odessan army in Alexia before leaving to pursuse more adventurous work. &lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anise is of average height with a wiry build, seemingly in her early to mid twenties. Her skin speaks to her occupation, but is naturally a slightly pale olive tone.  She wears her dark brown hair loose and shoulder length, and seems accustomed to it being in her face half the time.  Her countenance is generally one of composed determination or focus, an expression that makes her sharp hazel eyes seem almost severe.&lt;br /&gt;
&lt;br /&gt;
Her gear is well cared for but clearly well travelled.  She carries an impressive looking longbow and wears a longsword at her side.  She was formerly accompanied by her trusty mule [[Mercer]], but he was taken by the followers of the Fresian Lord [[Diamon Pegg]] after her death. She is now accompanied by the [[Ghost Elk]].&lt;br /&gt;
&lt;br /&gt;
==Recent Travels==&lt;br /&gt;
&lt;br /&gt;
She has been recently traveling with [[Kib Absold]], [[Thed]] and [[Thoven]], and assisted them in exploring and clearing out [[Draglet Fortress]]. Shortly after emerging from Draglet Fortress, she was captured and subsequently murdered by [[Diamon Pegg]], to prove a point to Kib&#039;s gang. Shortly after, she was resurrected by the power of [[The Exile&#039;s Gift]], leaving her worse for the wear, but at least alive.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Immediately before meeting Kib&#039;s group, Anise fought and killed a half-orc bounty hunter named [[Gribb]].  [[Gribb]] had served with Anise during her service with the Odessan peace keepers in Alexia.&lt;br /&gt;
&lt;br /&gt;
==Notable Career Kills/Victories==&lt;br /&gt;
[[Gribb]], Half-orc bounty hunter?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPOILER [[Anise&#039;s Character Sheet]] SPOILER&#039;&#039;&#039;&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Wydmoor_Swamp_Temple&amp;diff=7451</id>
		<title>Talk:Wydmoor Swamp Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Wydmoor_Swamp_Temple&amp;diff=7451"/>
		<updated>2011-02-15T13:58:27Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn&#039;t there also a corpse hanging from the tree? --[[User:Msallen|Msallen]]&lt;br /&gt;
: That is so.&lt;br /&gt;
:: &amp;quot;Teldendillions,&amp;quot; I definitely read as &amp;quot;Tel-Dandelions&amp;quot;. Fecking elves. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Magth&amp;diff=7450</id>
		<title>Talk:Magth</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Magth&amp;diff=7450"/>
		<updated>2011-02-15T13:56:32Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: Created page with &amp;quot;Are runes a common way to store one-use magical stuff? -~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are runes a common way to store one-use magical stuff? -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=MediaWiki_talk:Monobook.css&amp;diff=7442</id>
		<title>MediaWiki talk:Monobook.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=MediaWiki_talk:Monobook.css&amp;diff=7442"/>
		<updated>2011-02-14T21:48:02Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hate everything I don&#039;t understand.&lt;br /&gt;
&lt;br /&gt;
Or, to make it shorter:&lt;br /&gt;
&lt;br /&gt;
I hate everything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Verdana is a fine font. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=CAPTCHA&amp;diff=7441</id>
		<title>CAPTCHA</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=CAPTCHA&amp;diff=7441"/>
		<updated>2011-02-14T21:47:14Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would you guys mind if I looked into installing some sort of CAPTCHA system for new pages by users with below x amount of traffic? This shit&#039;s getting ridiculous. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I need to figure out how these bots are getting past the CAPTCHA to create users. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Why do they keep creating users? I never see any of them actually post anything. Are they hoping to lie low then spam later? -gm&lt;br /&gt;
:: Subliminal advertising? I can&#039;t figure it either --[[User:Msallen|Msallen]]&lt;br /&gt;
::: It could be that ReCAPTCHA has been beaten, although there haven&#039;t been any actual edits, so I can&#039;t be positive. There is another CAPTCHA program that actually generates the images based on some seed, so that might work better. However, that won&#039;t do anything if what&#039;s happening is that there are people on the other end just filling out CAPTCHAs to push these bots through, which is conceivable (bot sends an image back to a server, someone sits there whose job is just filling out CAPTCHAs all day and sends it back, bot takes auth and continues its nefarious deeds is something that is possible). MedaWiki&#039;s site might have some clues.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: Other people are reporting this same issue, so it appears that ReCAPTCHA has been beaten. FancyCAPTCHA exists and evidently works very well, but requires using an outdated version of Python to run the image generator, so I&#039;ll have to get that and a words file from somewhere. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
:::: Oh yeah, I was thinking of getting FancyCAPTCHA running. Also, I never answered Abs&#039;s question above: The reason they are creating accounts and uploading things/creating pages is for [http://en.wikipedia.org/wiki/Search_engine_optimization SEO]. They host here, then link on some page under their control, and use the association to increase their pagerank. I won&#039;t be able to work on FancyCAPTCHA tonight, maybe not even this week, but I&#039;ll make an event to remind myself. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: For spam prevention, I&#039;ve had by far the most luck on my sites by swapping form field names. This could be touchy with MediaWiki but gives a lot of bang for the buck. Botters aren&#039;t going to tweak their scripts for some random gaming wiki site with rapid moderation. Worth a thought, anyway. -[[User:Mattie|Mattie]] 14:02, 14 February 2011 (EST)&lt;br /&gt;
:::::: That&#039;s a hell of an idea, although MediaWiki&#039;s hooking system means it&#039;s pretty much impossible to know what depends on what, so that might not be an option. Still, amazing idea, and maybe when I&#039;m fiddling I&#039;ll look into that, too. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Moyria&amp;diff=7244</id>
		<title>Talk:Moyria</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Moyria&amp;diff=7244"/>
		<updated>2011-02-01T15:31:02Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I reverted the move to add content here and point to the Turtle God nickname page, but then I realized I can&#039;t add a stub without gaining a level, which would be pretty stupid since I&#039;m only 2800ish XP away. Here&#039;s some rough-draftish stuff -[[User:Slitherrr|Slitherrr]]:&lt;br /&gt;
: *Rolls eyes* --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Yeah, yeah. I work with what I&#039;m given. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: All better now? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: ALL KINDS. Still, blame Jones. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;br /&gt;
&lt;br /&gt;
Moyria is the name of the so-called [[Turtle God]] whose temple was recently rediscovered in the swamps North of Wydmoor by the [[Silverwalkers]].&lt;br /&gt;
: Yeah, but nobody calls her Turtle God except the Silverwalkers. -gm&lt;br /&gt;
:: Nobody knows about her except the Silverwalkers, and possibly the Lizardfolk (and who listens to what &#039;&#039;they&#039;&#039; have to say?). If people aren&#039;t calling her Turtle God now, they probably will be in the future.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Recently, several Dragon Turtle guardians dedicated to the temple have awoken, but the cause for this is unknown.&lt;br /&gt;
&lt;br /&gt;
Now the article is hilarious because it says &amp;quot;Moyria: The name given to Moyria&amp;quot; -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;br /&gt;
:Scratch that, that was only for a short period of time that I managed to load recent changes on. Woo! -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Moyria&amp;diff=7241</id>
		<title>Talk:Moyria</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Moyria&amp;diff=7241"/>
		<updated>2011-02-01T15:16:51Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I reverted the move to add content here and point to the Turtle God nickname page, but then I realized I can&#039;t add a stub without gaining a level, which would be pretty stupid since I&#039;m only 2800ish XP away. Here&#039;s some rough-draftish stuff -[[User:Slitherrr|Slitherrr]]:&lt;br /&gt;
: *Rolls eyes* --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Yeah, yeah. I work with what I&#039;m given. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Moyria is the name of the so-called [[Turtle God]] whose temple was recently rediscovered in the swamps North of Wydmoor by the [[Silverwalkers]].&lt;br /&gt;
: Yeah, but nobody calls her Turtle God except the Silverwalkers. -gm&lt;br /&gt;
:: Nobody knows about her except the Silverwalkers, and possibly the Lizardfolk (and who listens to what &#039;&#039;they&#039;&#039; have to say?). If people aren&#039;t calling her Turtle God now, they probably will be in the future.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Recently, several Dragon Turtle guardians dedicated to the temple have awoken, but the cause for this is unknown.&lt;br /&gt;
&lt;br /&gt;
Now the article is hilarious because it says &amp;quot;Moyria: The name given to Moyria&amp;quot; -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;br /&gt;
:Scratch that, that was only for a short period of time that I managed to load recent changes on. Woo! -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Moyria&amp;diff=7239</id>
		<title>Talk:Moyria</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Moyria&amp;diff=7239"/>
		<updated>2011-02-01T15:15:51Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I reverted the move to add content here and point to the Turtle God nickname page, but then I realized I can&#039;t add a stub without gaining a level, which would be pretty stupid since I&#039;m only 2800ish XP away. Here&#039;s some rough-draftish stuff -[[User:Slitherrr|Slitherrr]]:&lt;br /&gt;
: *Rolls eyes* --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Yeah, yeah. I work with what I&#039;m given. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Moyria is the name of the so-called [[Turtle God]] whose temple was recently rediscovered in the swamps North of Wydmoor by the [[Silverwalkers]].&lt;br /&gt;
: Yeah, but nobody calls her Turtle God except the Silverwalkers. -gm&lt;br /&gt;
:: Nobody knows about her except the Silverwalkers, and possibly the Lizardfolk (and who listens to what &#039;&#039;they&#039;&#039; have to say?). If people aren&#039;t calling her Turtle God now, they probably will be in the future.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Recently, several Dragon Turtle guardians dedicated to the temple have awoken, but the cause for this is unknown.&lt;br /&gt;
&lt;br /&gt;
Now the article is hilarious because it says &amp;quot;Moyria: The name given to Moyria&amp;quot; -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Grrrllwofrowffgrr&amp;diff=7157</id>
		<title>Talk:Grrrllwofrowffgrr</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Grrrllwofrowffgrr&amp;diff=7157"/>
		<updated>2011-01-28T22:32:50Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alright, you people who know the rules better than I do, I have a couple of questions.  The brown bear has a base attack of +4 and Str of 27 (+8), but it&#039;s standard claw attack roll is only +11.  Why not +12 (base attack+strength bonus)?  I&#039;m working on figuring out Girl&#039;s bonuses, etc.  He&#039;s got 8 HD (2 more than a normal brown bear because of animal companion bonuses), and the animal companion page says it has the same base attack as a druid of a level equal to the animal&#039;s HD.  So, that&#039;s +6/+1.  Girl&#039;s strength is 28 (+9), so it seems like his attack roll should be +15/+10.  Is this right??&lt;br /&gt;
&lt;br /&gt;
Second question involves saving throws for (wait for it) ... brown bears.  The animal companion page says &amp;quot;An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD).&amp;quot;  It doesn&#039;t specify character class, so I assumed druid.  An 8th level druid&#039;s reflex save is +2.  Add the bear&#039;s dex bonus (+2.  Girl has a 14 dex instead of 13 cuz he&#039;s awesome) to get +4.  This is all well and good, but the standard non-animal-companion reflex save for a brown bear is +6.  Fortitude comes out better (+6 for 8th level druid, +4 for bear&#039;s con), but it seems wrong that his reflex save would be lower than a standard bear&#039;s.  Am I doing something wrong in figuring this?  If not, Matt, I need a DM ruling.  Reflex save +4 or +6?&lt;br /&gt;
&lt;br /&gt;
And one more thing (not a rules question).  Girl has the special quality scent.  This will be helpful any time he&#039;s on watch. :)&lt;br /&gt;
&lt;br /&gt;
-- from email&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And some extra, not from email:&lt;br /&gt;
* Standard brown bears have 51 hp (6d8+24).  Ignoring the con bonus, that comes out to 27 for the 6d8, which is 4.5 per hid die.  Since Girl is an 8 HD brown bear, I figured his hp as 8 * 4.5 + 32 = 60.  Is this a reasonable way to figure HP?&lt;br /&gt;
&lt;br /&gt;
* Skill points: One per level for a bear?  Int is 2, which is a -4 modifier, but there&#039;s a minimum of 1 skill point per level, right?  I would apply them based on the bear&#039;s HD, which is currently 8 (two above a standard bear), so I should (I think) have two skill points to dole out.&lt;br /&gt;
&lt;br /&gt;
* Feats: Gain them as a druid does, but base them on HD?  So, one at 3rd, one at 6th, one at 9th, etc?&lt;br /&gt;
&lt;br /&gt;
:: There are a bunch of complicated rules, but I don&#039;t think you&#039;ll be gaining extra feats and stuff.&lt;br /&gt;
:: Also, be aware that he gets almost NO special abilities. &lt;br /&gt;
:: &amp;lt;i&amp;gt;Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)&amp;lt;/i&amp;gt;&lt;br /&gt;
:: So it gets only gets abilities based on Druid Level - 6. So this moots a lot of the advancement talk, as a 2nd level druid companion doesn&#039;t get any of that stuff.&lt;br /&gt;
&lt;br /&gt;
Trav/Al: Yeah, I&#039;m not really worried about the special abilities from the &amp;quot;Alternative Animal Companion&amp;quot; table.  He&#039;s got Link, Share Spells, and Evasion.  But under the &amp;quot;Bonus HD&amp;quot; section of &amp;quot;Animal Companion Basics,&amp;quot; it says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). &#039;&#039;&#039;An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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I guess my question is: What&#039;s &amp;quot;normal for advancing a monster&#039;s Hit Dice?&amp;quot;&lt;br /&gt;
:&amp;quot;Normal for advancing a monster&#039;s hit dice&amp;quot; is take whatever he has at normal HD, then add to it in the progression. If you took, say, a black bear, it&#039;d be 3 HD + 2, S D C I N C of 19+1 13+1 15 2 12 6, BAB of +3 (the BaB of a 5 HD monster, which, helpfully enough, is the BaB of a 5th-level Druid), two extra skill points, normal bear abilities (no feats, feats aren&#039;t gained for HD increase, only actual levels), AC of 16 (1 more from DEX bonus, 2 more from Natural AC bonus), link, share spells, evasion, and an attack list that looks like &amp;quot;2 claws +8 (6 + 1 from ST + 1 from BaB) melee (1d4+5) and bite +3 melee (1d6+3)&lt;br /&gt;
::Oh, and the black bear&#039;s saves would be +6, +6, +2 (diff between 3 HD and 5 HD is +1/+1/+0, then there&#039;s +1 to Ref for DX bonus). This is because the brown bear&#039;s strong saves are Ref and Fort, and his weak save is Will, which you can determine by taking current saves, subtracting bonuses from stats and whatnot, and comparing what&#039;s left to the strong/weak progressions on a character class for that HD. In this case, +5 - 2 = 3, +4 - 1 = 3 , +2 - 1 = 1. Strong saves at 3 HD are 3, weak saves at 3 HD are 1. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
:In your case, Druid 8 taking brown bear (level minus 6, not 3 as you seem to think above), gives the 1st-2nd level abilities on the Animal Companion Basics chart (+0 bonus HD, +0 AC, +0 ST/DX, 1 bonus trick, link, share spells). In other words, it&#039;s a brown bear with an extra trick and an empathic link, and nothing else. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
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::Start [[User:Travis|Travis]] Al&#039;s a level 9 druid now, so level-6 makes the bear&#039;s class level 3.  So 1st-5th level abilities are +2 HD, +2 AC, ST/DX +1, 2 bonus tricks, link, share spells, and evasion.  So my brown bear would be 8 HD; SDCINC 27+1, 13+1, 19, 2, 12, 6; BaB of an 8 HD monster (which is 6?); two extra skill points; normal bear abilities; no feats (but why do the rules say &amp;quot;An animal companion gains additional skill points and &#039;&#039;&#039;feats&#039;&#039;&#039; for bonus HD as normal for advancing a monster’s Hit Dice&amp;quot;??); AC of 18 (normal brown bear is 15); link, share spells, and evasion; and attacks (assuming I&#039;m right about BaB of 6) &amp;quot;2 claws+14 (+9 from ST, -1 for size) with damage 1d8+9 each and bite+8 with damage 2d6+4.  Saves would be base of Ref +6, Fort +6, Will +2, then add Dex bonus+2, Con bonus +3, Wis bonus +1 to get Ref 8, Fort 9, Will 3.  Is that right?  My 8 HD brown bear companion would be a lot like a regular polar bear, but with +1 ST/DX, etc.&lt;br /&gt;
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::Thanks for the help.  End [[User:Travis|Travis]]&lt;br /&gt;
&lt;br /&gt;
:::I figured you were level 9 from the way you calculated things, but when in doubt, I accept the character sheet here as canon.&lt;br /&gt;
:::Your stuff is mostly correct. Auditing (and refreshing my memory from [http://www.d20srd.org/srd/improvingMonsters.htm here]), I get this:&lt;br /&gt;
*Bite is actually +9 (primary attack - 5), damage 2d6+4 (looks like this bonus is half-strength, but I can&#039;t find a rule to cite, even in the natural weapons entry). If Grrl only bites in a round, his bite is actually at +14, because it&#039;ll be treated as a primary (this will probably never come up).&lt;br /&gt;
*Full attack will thus be 2 claws +14 melee(1d8+9) bite +9 melee(2d6+4) (unfortunately, no extra attacks at high BaB for natural weapons)&lt;br /&gt;
*I was completely wrong about feats (see above link). Grrl will get a feat at 9 HD. The GM will probably want to limit it to certain feats to prevent stupidity.&lt;br /&gt;
:: Yeah. I believe they are limited to something like General, Fighter, and Animal feats. I do believe he already has one in mind. -gm&lt;br /&gt;
*Con is actually +4, making saves F/R/W: +10/+8/+3.&lt;br /&gt;
*Also, grapple is +17 (combine this with Improved Grab to make for very sad opponents)&lt;br /&gt;
:::Let me know if any of that looks wrong. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: Bite attacks do have 1/2 strength rule. I cannot remember the cite, but I know it is so. -gm &lt;br /&gt;
&lt;br /&gt;
::::* Al just went up to level 9 at the end of last game, so no worries about missing that.  I don&#039;t know if I&#039;ve ever updated the character sheet on the wiki.&lt;br /&gt;
::::: Nope. More Man Behind the Curtain work. That&#039;s why it&#039;s never up to date. -gm&lt;br /&gt;
::::* From the [http://www.d20srd.org/srd/improvingMonsters.htm link you gave], under &amp;quot;Damage,&amp;quot; it says &amp;quot;If it has more than a single attack then it adds its Strength bonus to damage rolls for the primary attack and &#039;&#039;&#039;½ its Strength bonus to all secondary attacks&#039;&#039;&#039;.&amp;quot;  Bite is the secondary attack, so half STR is 4 (4.5 rounded down), so BaB of 6+4, -1 for size, so +9, as you say. &lt;br /&gt;
::::: Watch out, here. The damage is right (and thank you for tracking that down), but your attack roll comes from 6 + 9 - 5, not 6 + 4 (the OTHER rule about secondary attacks). Same result, but different derivation that&#039;ll matter at later levels. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::* Right about the Con bonus.  Misread the table.&lt;br /&gt;
::::* For grapple, [http://www.d20srd.org/srd/combat/specialAttacks.htm#grapple bonus] is base attack bonus + strength modifier + special size modifier, so 6 (BaB) + 9 (Str) +4 (special size modifier from the Grapple page).  So, +19, and opponents are even sadder?&lt;br /&gt;
::::: Yeah, I meant 19, added in the wrong thing. Hooray! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: --[[User:Travis|Travis]]&lt;br /&gt;
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RE: Hit dice and AC--The bear gets a -1 to hit and AC because of his size ([http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreaturesInCombat Large]). I&#039;ve attached a reference. --[[User:Msallen|Msallen]]&lt;br /&gt;
:Ah, indeed.  Thanks. --[[User:Travis|Travis]]&lt;br /&gt;
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This is why Slitherrr gets to take over when I die. -gm&lt;br /&gt;
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== Eyesight ==&lt;br /&gt;
&lt;br /&gt;
How does a bear with one eye get a +7 to spot? :)&lt;br /&gt;
: I will happily trade out inherent bonus to spot for an HP bonus on a 1:1 basis, up to a -4 penalty on spot. One time offer only. -gm&lt;br /&gt;
:: I googled this and the internets suggest that one-eye should probably get you a -2 to spot (but I couldn&#039;t find a real cite). I think a 1:1 trade is much cooler, though. From a flavor perspective, blind-fight would be a cool feat, too. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: He does have a feat to choose next level! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: Well, in 3 levels.  The bear&#039;s class level is my level-6 (currently 9-6=3).  He gets his next round of increases at class level 6 (when I&#039;m level 12), at which point he gets two more bonus HD (taking him to 10 total), at which point I&#039;ll probably be choosing [http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack Improved Natural Attack] as his next feat. --[[User:Travis|Travis]]&lt;br /&gt;
::::: Right, I was remembering my calculation when I thought you were level 8, and hadn&#039;t mentally readjusted myself. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Main_Page&amp;diff=7005</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=7005"/>
		<updated>2010-12-28T15:55:19Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
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&lt;div&gt;PLEASE NOTE:&lt;br /&gt;
I am going to be pretty much unavailable for any D&amp;amp;D grabassery - game or content - until next Friday. It&#039;s EXAM SEASON. -gm&lt;br /&gt;
: End of Year Bookkeeping -&amp;gt; if there&#039;s something in the discussion page you want me to give a damn about, make a bullet point list below and I&#039;ll deal with it once my grades are posted and I&#039;m free and clear on friday. -gm&lt;br /&gt;
:: Heheh. Most of the stuff currently debated is on Field Marshall and Leadership talk pages. Profession skills and magic item crafting &#039;&#039;a la&#039;&#039; the Tome is the only thing on this page I can think of, although there are probably about a million Tome-based rules that make me giddy with pleasure. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Well, I actually *don&#039;t* have a problem with the penalties for leadership in the slightest. But, since that&#039;s going to require a LOT of &#039;splanin, Imma put that off until monday when I&#039;m bored. Just wanted to set you up for disappointment, but ultimately I don&#039;t think the penalties are that damaging or punitive. &lt;br /&gt;
:::: So it&#039;s almost Wednesday and you haven&#039;t done your &#039;splainin&#039;, yet. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Yeah, I noticed that, too. Ultimately, I just don&#039;t see them as that substantial a &amp;quot;penalty&amp;quot;, especially considering how high a leadership playing PC&#039;s leadership score is going to be. True, if you lose two or three cohorts, your score might drop to a point where you&#039;re getting cohorts that aren&#039;t level +2, but as of right now both of the leadership PCs are able to recruit cohorts, I believe, ABOVE their level, so just don&#039;t lose tons of cohorts. I still contend that if your first two valets get killed, recruiting the third is made that much more difficult. As for the followers, if the penalty was *cumulative* (like cohorts seem to be) I would agree with you, but I believe you said it was a one time only bonus on the follower chart, which also sits well for me- it&#039;s simply harder to convince people to join an operation where their lives are being put on the line. -gm &lt;br /&gt;
:::::: Actually, Kib&#039;s score is only barely above the minimum required for a cohort at level -2--one cohort death would drop him under that limit. If it weren&#039;t for the fact that Improved Leadership is a class feature of the Field Marshall that he&#039;s taking at 10, he would ALREADY qualify for an under-level cohort that level (which would bump back up to level - 2 at level 12, which means that my questions before about the XP to cohorts had a point, and weren&#039;t just me picking at rules), so a single accidental cohort death would indeed affect Kib, especially since I hardly think Tomes of Stat are lying around to be swept up willy nilly. Furthermore, if your goal is to make subsequent cohorts harder to obtain, an &#039;&#039;atonement&#039;&#039;-style quest to remove the penalty is pretty much the perfect way for you to do it, and even tune the difficulty to whatever player-abusing level you please, while gaining story hook potential to boot. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: I&#039;m not against some form of Atonement to remove the penalty for a lost cohort, but imagine I will still keep the cumulative nature. (a 2nd lost cohort is still -4, even if you&#039;ve had the first penalty negated, and will require a TWICE AS BADASS Atonement as the first. Though, when it comes to cohorts, I like Egg and *REDACTED* far more than I like Germain and Kib, so they might have little angels watching over them that you don&#039;t. Actually, I think only *REDACTED* is at risk of getting killed, since Egg steadfastly doesn&#039;t go out adventuring, or at least has not yet. &amp;lt;buffy&amp;gt;He&#039;s Giles to the Wydmoor&#039;s Scooby Gang. &amp;lt;/buffy&amp;gt;-gm &lt;br /&gt;
:::::::: Giles was way more badass than Egg. Sorry MattA, it&#039;s just true. I&#039;m ok with the penalty being harsh, just not with it being permanent, so this is all resolved as far as I care, except for how we deal with cohorts that have managed to be at a lower level than the max that they can be for a given character level, which I expect we&#039;ll reasonably &#039;&#039;ad hoc&#039;&#039; if it comes up. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;br /&gt;
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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. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;br /&gt;
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&#039;&#039;&#039;HEY&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;[http://code.google.com/p/awesometome/downloads/list I found a place with the latest compilation of the Tomes]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:Awesome! Substantial revisions, or just more?&lt;br /&gt;
::I haven&#039;t read most of it, but there are a lot of little fixes. It&#039;s evidently pending a big rewrite, too. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Looks mostly like added classes and the addition of enough of the SRD core mechanics to make it work as a standalone book. Here&#039;s a nifty gem from one of the prestige classes:&lt;br /&gt;
&#039;&#039;&amp;lt;blockquote&amp;gt;Look Out, Sir!: As long as you have at least one minion, cohort or follower within your reach, you gain the benefits of Improved Evasion. However, if you elect to use it, one minion, cohort or follower within reach is killed. This does not result in a penalty or reduction to your Leadership score.&amp;lt;/blockquote&amp;gt;&#039;&#039;\&lt;br /&gt;
:::: &amp;lt;i&amp;gt;This does not result in a penalty or reduction to your Leadership score.&amp;lt;/i&amp;gt; I don&#039;t see why the hell not. I mean, Batman has only lost one Robin, and that&#039;s how he can keep getting more. -gm&lt;br /&gt;
::::: The class is built on the hilarious expenditure of no-names. The class is &#039;&#039;Big Nob&#039;&#039; in the Tome, you should read it. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
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::: Heh. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: Matter of fact, that entire prestige class is funny as hell. Some highlights:&lt;br /&gt;
***Gains size categories at levels 5 and 10&lt;br /&gt;
***Can sacrifice minions to avoid damage&lt;br /&gt;
***Minions are immune to fear effects from anything that isn&#039;t the PC&lt;br /&gt;
:::: And so on. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: What? I hate this. Getting a second character generation that does whatever you want is enough reward. &lt;br /&gt;
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Reposted here for GM&#039;s benefit:&lt;br /&gt;
&lt;br /&gt;
*Valuable Raw Materials Aren&#039;t Valuable: This is a part of the rules that makes me cry. Since the amount of value you make each day is based on the dificulty of working the material and not on the value of said material, there is no way for a goldsmith to stay in business. Gold is very easy to work and therefore the DC to work it is very low, and therefore a goldsmith makes very little in the way of finished product each week. A five pound gold candle holder is roughly four ounces and fits into the palm of your hand, but it&#039;ll take a master goldsmith (+10 Craft Bonus) almost a year to finish one (500 gp value, at DC 5 = 50 weeks).&lt;br /&gt;
* The Costs of Materials are WHAT? Remember that five pound gold candle holder? It&#039;s worth 500 gp and therefore requires 167 gp worth of materials to make it. But it&#039;s worth 250 gp just as a lump of gold. So you can buy things as raw materials and sell them as trade goods and make lots of money. The reverse happens when you make complex or finely worked items. A masterwork sword is made out of pretty much the same materials as a normal sword and is much more expensive because it&#039;s better made. But because the higher quality crafting will make it sell for more down the line, the cost of the materials goes up by a 100 gp. Where does that money go? What are you getting for 2 pounds of gold? Sure, maybe you get some better coal or something, but really, that doesn&#039;t even begin to cover it.&lt;br /&gt;
* Field Fortifications Cannot Happen: Even the simplest of traps (such as a bucket with some acid in it balanced on a partially open door) has a cost that is very high { in the hundreds of gp. That means even the most gifted craftsman is going to take weeks to boobytrap a room or lay down some field fortifications. When longbowmen want to hammer some stakes into the ground to protect themselves from the knight stampede that&#039;s going to come when the battle starts, the Craft rules essentially tell them that they can&#039;t do it. Which for those of us who have seen Henry V, seems unlikely.&lt;br /&gt;
* Risky and Illegal Trades are Pointless: Some products are expensive because producing them is risky (poison, ower arrangements from the Bane Mires). Some products are expensive because their production and sale is in some manner restricted by the authorities (shrunken dwarf heads, disrespectful puppets of the king). In the real world, people produce these things because they can charge in infated prices because of the risk. It&#039;s a gamble, where sometimes you make big money and sometimes you get killed by hydras or agents of King Ronard. But with craft times directly dependent upon resale value, these crafts are gambles where&lt;br /&gt;
sometimes you make the same amount of money you would have making night stands, and sometimes you get killed by your own poison or Clerics of Torm.&lt;br /&gt;
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[http://turing.bard.edu/~mk561/frank_k_0.5.1.pdf] : A pretty awesome .pdf that .... some guys? .... put together. It&#039;s a LOT of crazy rule shit only good for the simulationist, but the chapters on economy and other races are phenomenal. Came out from the MeFi post about Lore&#039;s comic. (Which needs to start updating again.) -gm &lt;br /&gt;
: Oh my Omnity, what have I done? Please forgive me.&lt;br /&gt;
:: The more I read the book, the less I agree with &amp;quot;shit only good for the simulationist&amp;quot;. Almost all of the rules rewrites are there to correct imbalances, not to make things more simulation-y, and most of them are less complicated than the original rules (like the treatment for grapple that replaces the messy labyrinth of complicated rules with a sensible set of actions, and also gets rid of the opposed rolls that make for a variance of 40 (!!) points on a given contest). I&#039;m not saying this to argue that we should change mid-stride, because that would be chaos, but it might be something to think about for a future campaign when these are done. You know, when we&#039;re like forty or fifty years old. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
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: By which I mean major sections of this are going to become canon over the Christmas holidays. Starting with languages.&lt;br /&gt;
:: Holy fuck, the bit about the Aboleth in the &amp;quot;Empirinomicon&amp;quot; section is AWESOME. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: After reading it, and then reading our own language section, our treatment is pretty close to the one in the &#039;&#039;TOME OF NECROMANCY,&#039;&#039; etc. etc. that you linked. We gloss over the Servitor languages, but we&#039;ve also sufficiently hand-waved that into a question of cultural ignorance rather than canonical laziness. The only major changes I saw fit to add were to add regional qualifiers to some of Kib&#039;s languages (there are probably also other characters who need audits, notably Germain), and some more explanatory text on the [[Languages]] and [[List of Languages]] pages. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: Well, not a full on rules change, but more of a codification of flavor, but not going all the way into the million dialects flavor. The more I think about it, though, the less attractive it comes. I think we&#039;re in a pretty good place, happy medium wise. The Aboleth, yes, has become one of my favorite creatures literally overnight. Anyway, with the languages, I guess I liked the Pidgin and Creole discussions enough to want to incorporate them. In face, a lot of the langauges (the ones that end in -i, coincidentally, including Ubrekti itself) are Creoles that developed from regional dialects and Old Ubrekti. The ones with -n endings (Petaran, Odessan, Petaran) are from ethic groups powerful enough to have retained their own language (like, say, Greek.) I like what you&#039;ve added, having just read it, and think we&#039;re on the same page.In fact, you&#039;ve done a better job that I was even imagining - i actually wrote that bit about Pigin and Creole BEFORE I read your edit. (I&#039;m reading them all and doing one big edit to not accidentally erase half of the talk page, like I have a .... history of.) Halfling, of course, just learned Ubrekti in the same way that, say, the Etruscans eventually just abandoned their native tongue for Latin.   -gm &lt;br /&gt;
:::: One Eratta: As to the Lizard Men... If anyone cared enough to actually pay any attention to them, I think they&#039;d find that Ssel&#039;it has amazingly little variance to none at all. I wrote a little sentence as a hint that I had to strike for being too spoilerly, but suffice it to say there is a reason for the uniformity and it makes sense. Hint: Lizardman Racial Class is Druid. Hmmmmmmm. &lt;br /&gt;
:::: Also down with renaming. I&#039;ve actually gotten into the spoke habit of referring to the language and the people of the dwarves as Gilden. Because, I mean, Gilden Home. It&#039;s not rocket science. Gnomish, OTOH, I hadn&#039;t really thought about in those terms. Hmmmm. -gm &lt;br /&gt;
::::: Reading a few more changes it, I see we are once again on the same page. Time for me to Secret Page this bitch. (Another trick I learned from this book!) -gm&lt;br /&gt;
::::: Read Econimocon from the beginning - I backed into the last half last night. It&#039;s worth noting, if only for backpatting purposes, that I preempted some of these concerns. Monetary policy was one of my thoughts putting this campaign together - banks and states (with large bank accounts) have been major actors from the beginning. I&#039;m not done yet, but I think there&#039;s a place in his discussion for the idea of patronage. Essentially spreading out money as a sort of personalized social service program has been effective from Roman Patricians to modern Hamas. But, yeah, it is kind of sad how tiny dragon hordes have to be by the mechanics. Since there are really no Wyrm-tiered dragons in this game, and usually believe in a 1 or 2 dragons per campaign ever rule, I usually go with the You Are Fucking Rich option. My thoughts at the time, since we never got to the Alexandria endgame, was that by the time the party got around to taking out the last dragons, they&#039;d be to the point that these coins were basically social currency and probably funded a pretty substantial portion of the campaign in her absence. Of course, I also just don&#039;t think some dragons horde. Black Dragons, for example, or really anyone who doesn&#039;t live in a cave.  -gm &lt;br /&gt;
:::::: Econimicon was the first I read after Lexicomicon, and yes, it&#039;s extremely enlightening. The fact that we&#039;re sitting on a mere 100 gp in COPPER and finding it hard to carry definitely contributes a lot of insight. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Oh god, I tried to read the economicon section and all this simulationist insanity is making my eyes bleed. Who cares how much coins weigh? I barely tolerate the lightly obnoxious attention that Jones pays to this... Hell, well over half the time he tells me loot numbers I just convert to gold! Money is as heavy or small as it needs to be for the game to be fun--when its in a dragon horde its huge, and when my PC is shopping it all fits in his pocket. Thinking about the weight of gold is about as entertaining as thinking about how my character stores his matches. Creating a hierarchy of currency systems to deal with the weight of gold is downright horrifying. Bleach! I suggest an alternative system where we convert everything into gold coins with two decimals of precision, so that my 157 silver and 13 copper become 15.83 gold! Now that&#039;s progress! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::: I think you missed a large part of the point of that discussion. He mentions the weight of gold because it has economic repercussions, not because he&#039;s advocating keeping track of every pound. The gist of it is that once characters are dealing with things that cost more than 15,000gp, they&#039;re really not interacting with the &amp;quot;real world&amp;quot; economy with its currency, and that basically the distinction between having 15,000gp and five million gp, by the D&amp;amp;D rules as they stand (because he obviously can&#039;t know what homebrew caveats are in play), is really quite meaningless in terms of the power of the PC possessing that kind of money, because getting someone to accept a ton of gold in payment for something is just not something that will happen. The document instead talks specifically about things that need to be in place in order for dealing with currency above non-trivial amounts to make sense. In Jones&#039;s world, when you&#039;re shopping, you&#039;re doing it with promissory notes issued by banks in kingdoms that have strong national identities (to more or less degree, c.f. Fresia vs. Odessa), and not carting around a wheelbarrow filled with money. This allows us to easily separate the logistics of carting around a Dragon&#039;s Hoard (which is an essential part of the adventuring experience) from the logistics of making a simple purchase of a minor magical item (which is merely tedium).&lt;br /&gt;
:::::::: Anything else that seems like tedious simulationism in that section is merely an explanation for why D&amp;amp;D worlds work like they do--i.e., why economies don&#039;t flourish in any &amp;quot;real world&amp;quot; sense of the word the way they &amp;quot;should&amp;quot; given the &amp;quot;technology&amp;quot; that exists. That&#039;s not asking for more rules to explain those mechanics, it&#039;s just explaining things that already exist, colorfully and amusingly.&lt;br /&gt;
:::::::: Really, the whole point of the document is explaining the repercussions of things &#039;&#039;&#039;as they stand with the delivered ruleset&#039;&#039;&#039;, and in some cases, introducing reworked rules for balance (which often coincides with additional simplicity). That&#039;s not simulationist. Simulationist would be trying to introduce additional rules to attempt to model real-world complexity, and it&#039;s really not what&#039;s happening in this document. Really! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::::: But I don&#039;t care about the repercussions! There are two rules that I care about: If I want an item under 15,000.00 GP I have to have gold in pocket to buy it, and if I want an item more expensive than that I quest for it or make it. What is the repercussion there that I should even care about? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::::: And the text is saying exactly that. All the explanation is justification for those two rules. Some people like things being justified in a reasonable (and often humorous) way, others don&#039;t care, but the end result is the same--whether or not you read and absorbed the Economicon, the end result is that the reasonable way to handle money is that things under 15k gp are easyish to get (tending to &amp;quot;can pretty much be assumed to be had&amp;quot; once you&#039;re above level, say, 15), things above are less so. I just think it&#039;s important not to jump away from a text for a&amp;quot;simulationist&amp;quot; bent that isn&#039;t there, because this PDF is absolutely chock-full of astounding balance insights that are the fruits of hard play and discussion of tons and tons of campaigns within the 3.5e ruleset, insights that serve well to inform any crazy homebrew nonsense we may come up with, because it&#039;ll reduce the replication of effort that the people this PDF represents have already put into balance considerations. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::::::: Bah, we should switch to pathfinder too then. You must not have cut your chops long enough in 1st ed/2nd ed/palladium/rolemaster to learn that games don&#039;t have to be balanced or reasonable to be fun! The point of homebrew nonsense is RPG onansim, and the value is in doing it for the sake of doing it, not in fixing anything (although &amp;quot;fixing things&amp;quot; is a reasonable fantasy about why you are making homebrew rules, its still a fantasy). --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::::::: Well, not entirely true, it&#039;s only when the rules pretend to be reasonable that I try to shore things up. But, that being said, I do prefer to long-windedly discuss the rules out-of-game to doing it in-game, and if I have a choice between balance and no balance, I always prefer balance. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Also - it&#039;s a shame Daniel hates retconning so much. Those artisan rules would be right up his alley. -gm &lt;br /&gt;
&lt;br /&gt;
I have to say, I really like the stuff in the Economicon. I&#039;m going to even put in some possible changes in a section on Kib&#039;s character sheet in case you end up integrating all/most of it. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I really LOVE all the -micon section. Whoever the hell these two are, have put a lot of really awesome though into HOW a truly fantastical, hero-based setting would operate and the long term ramification of some of the weirdo stuff tossed into D&amp;amp;D. (Like the Aboleth ability, or the Sahuagin) There is one part, somewhere, where the point is made that the analogue for D&amp;amp;D isn&#039;t the &amp;quot;middle ages&amp;quot; at all. Small patches of civilization surrounded by frightening wilderness? Small bands of heroes toppling empires? That&#039;s not Chaucer, that&#039;s fucking HOMER. D&amp;amp;D is an iron age mindset in medieval clothing. I read that part and was like &amp;quot;Holy shit, that&#039;s what *I&#039;ve* always thought. These guys get it*. And then I looked up and it was bedtime and I&#039;d read like half the document. If you haven&#039;t gotten to the part about aristocrats and heroes, I laughed out loud through it. Amazing work. -gm&lt;br /&gt;
:: Quite. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: The tone of loving mockery makes it very readable. It&#039;s like Aristotle and Lao-Tzu got together and answered every D&amp;amp;D argument that ever arose over mountain dew, pizza, hootch, and/or weed. &amp;lt;i&amp;gt;There you go! Now that we’re all on the same page(page XX)&amp;lt;/i&amp;gt;-gm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The NPC class section is, in a word, &#039;&#039;genius&#039;&#039;. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
The host for this document is a computer science department at Bard, which is sort of a pretentious, expensive college focusing in the fine arts. Maybe the authors must represent some sort of bizarre intersection of engineering obsessiveness and artist creativity. And at least one of them knows the LaTeX typesetting language. Weird --[[Special:Contributions/146.127.253.14|146.127.253.14]]&lt;br /&gt;
: Ha, you have described a large percentage of D&amp;amp;D players. &lt;br /&gt;
&lt;br /&gt;
Should we consider asking Pokey if he wants to convert Gil into the version of Barbarian in the Tome? It&#039;s quite an improvement on the class, trading passive DR and avoidance abilities for massive bonuses that only apply while raging, giving a lot more reason to actually use the ability. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:Pete might be similarly interested in the Elementalist class, although that might be more of a retcon than you&#039;re willing to go for. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::In fact, Kib&#039;s character style might even be better suited to the Tome&#039;s Fighter than our dear Professional class. Argh! So much dataaaa. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::Feats section! ::eyes glaze over, froth appears at corner of mouth:: -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: We are no longer on the same page. We are not even in the same book. There will be no revisions to any of the core mechanics of 3.5e. In fact, I basically skipped everything that was an actual rules mechanic. Heh.  -gm&lt;br /&gt;
::::: I... guessed as much. But I can dream. Their treatment of feats is really quite spectacular, and I love what they did with armor (more than chain shirt/mw breastplate/full plate is useful? Holy Alexandria!) -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Also, still interested in the tweak to Professions? Because that just downright makes sense.&lt;br /&gt;
::::::: I find the professional changes interesting, and I agree it&#039;s a lot more sensible. Does it also apply to crafting? I can&#039;t remember and i&#039;m afraid to go back in. -gm&lt;br /&gt;
:::::::: I thought I&#039;d posted this earlier, but I guess I didn&#039;t pull the trigger before leaving to see the Nutcracker. Crafting has some changes, some in the Traps section, and a lot in the Magic Items section to make it more reasonable. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::::: More clarification: Magic Items get a pretty big rework for balance. XP and gold costs to make are gone, by the argument that they don&#039;t really work as limits, and instead magic items only take time (which, really, is one of the only really valuable commodities PCs have). Also, gone is the &amp;quot;+2 sword&amp;quot; thing. Basically, it&#039;ll be a &amp;quot;magic sword&amp;quot;, and the bonus you get from it scales by level. There&#039;s a strict limit on number of items that can be providing a bonus to a character at a given time, and another strict limit on non-standard bonus types (to prevent stacking). Artifacts have inherent levels that replace the character level to determine effects if the character level is lower--for example, the [[Black Scythe]] might have an inherent level of 15, which means a level 4 or 7 or 14 character would wield it with bonuses as a level 15, but a level 16 or more character would wield it with bonuses of 16 or more. It&#039;s very, very reasonable and sensible, and might even be worth switching to, since neither group has even really gotten into the magic items gig and there would be very little disruption. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Also also, I love this quote:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;blockquote&amp;gt;Empires lasting thousands of years are not products of military might, but a good PR department with an eye for finding up-and-coming  heroes who are smart enough to maintain the fiction of a stable society rather than upset the peasants by reminding them that they live and die by the whims of guys who think that summoning angels from heaven to set off dungeon traps is an acceptable practice.&amp;lt;/blockquote&amp;gt;&#039;&#039;&lt;br /&gt;
:::::: -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Haha, yeah, I remember that one. I wish the real source books were written so cheekily. -gm &lt;br /&gt;
&lt;br /&gt;
There&#039;s a Leadership section in the Tome that has a statement that talks about a thing I had just asked about:&lt;br /&gt;
&#039;&#039;&amp;lt;blockquote&amp;gt;In any case, if Leadership is allowed at all, there are some ground rules. First of all, no Cohort should ever be more or less than 2 levels lower than the PC. Ever. So if someone has a cohort that’s something dumb like an Iron Golem, it&#039;s got to advance so that its CR advances in line with the character&#039;s level. Cohorts that can&#039;t be excused doing that aren’t appropriate cohorts. Secondly, followers are traditionally of the crappy classes (Warrior, Expert, Aristocrat), and that’s why followers are given appropriate CRs like 1=2 rather than levels like &amp;quot;1&amp;quot;.&amp;lt;/blockquote&amp;gt;&#039;&#039;&lt;br /&gt;
Just tossing that here for reflection. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Old stuff, hidden 09:08, 30 November 2010 (EST)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
Man, you guys need to hurry up and get to, like, 14th level. -gm&lt;br /&gt;
&lt;br /&gt;
I have forgotten how to edit the side menu, if anyone could remind me, I&#039;d appreciate it. I&#039;d like to add some things to getting started : Feats, for starters. Accepting suggestions for other things to add/remove. -gm&lt;br /&gt;
&lt;br /&gt;
:[[MediaWiki:Sidebar]] -[[User:Slitherrr|Slitherrr]] 15:17, 1 December 2009 (EST)&lt;br /&gt;
:Also, maybe stick the reference stuff on the main page up there for easy access. -[[User:Slitherrr|Slitherrr]] 15:01, 2 December 2009 (EST)&lt;br /&gt;
:: Well, that&#039;s kind of a discussion I was hoping to spur - what sort of ref material, internal or external, is good to bring together? -gm&lt;br /&gt;
::: I specifically meant the &amp;quot;Useful Stuff&amp;quot; header--&amp;quot;Combat Reference&amp;quot; being what I was thinking of when I said &amp;quot;Reference Material&amp;quot;.  Other than that, I dunno.  Maybe achievements? -[[User:Slitherrr|Slitherrr]] 22:12, 2 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m about to have a looooooong stretch of sitting on my ass, which is normally a good time for new content &#039;round here. Any suggestions or ideas about what to focus on? -gm&lt;br /&gt;
: Pfft. I know you... you&#039;re too much like me. You&#039;re just going to spend a month playing PS3 and taking pills again ;)&lt;br /&gt;
: First things first: add to the sidebar! -[[User:Slitherrr|Slitherrr]] 12:23, 11 December 2009 (EST)&lt;br /&gt;
:: I can put that on the list, sure! -gm&lt;br /&gt;
&lt;br /&gt;
I actually know RCBs name and class, but I&#039;ll let him make his own introductions. 6-8 months of gaming and finally an injection of new blood. I look forward to finally having some acrimony and arguments! ;) -gm&lt;br /&gt;
: I guessed you knew, I just put it that way so it would fit the format. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Honestly, its horrifying how quickly MeFight progresses. They must be sick with agreement. Disgusting. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Maybe your group just needs a strong father figure to sort itself out. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Yeah, they&#039;re more like Party of Five. -gm&lt;br /&gt;
::: We already have 2 or 3... I can&#039;t imagine more would help. After 10-15 years playing together, we&#039;ve learned that the dysFUNctional party is the most fun! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: For certain values of &amp;quot;fun.&amp;quot; You&#039;ll take the MeFighter&#039;s out of my cold, dead hands! Or, to be fair, out of their own dead hands, since they&#039;re Risk Analysis Metrics are all fucked up. -gm&lt;br /&gt;
::::: Dude, how did you just kill your OWN edit? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Also, our risk analysis isn&#039;t so bad. The poor guardsdwarves who attacked Swingin&#039; Dan and the Professor probably don&#039;t think so, I suppose, but we still handled that fight pretty well despite that. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: How many times has Thed or Thoven have wandered off alone and only survived due to a single lucky die roll. -gm&lt;br /&gt;
::::::: Yeeeah, they kind of have that habit. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::::: And there was maybe that time the ranger decided to go bow to bow with the +2 ranger... thankfully I was in a tree and it was a two-weapon ranger else I might not have had that 1 hp that I met the group with. :-P -[[User:Feantari|Feantari]]&lt;br /&gt;
::::::::: Well, FWIW, unless you got killed falling out of the tree, you probably would not have been killed and just would have met the party a different way. ;) -gm&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Feat:_Wild_Talent&amp;diff=6569</id>
		<title>Talk:Feat: Wild Talent</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Feat:_Wild_Talent&amp;diff=6569"/>
		<updated>2010-11-18T13:43:35Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow, interesting.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve never really played with psionics in D&amp;amp;D. -[[User:Slitherrr|Slitherrr]] 21:32, 28 November 2009 (EST)&lt;br /&gt;
: I have, some. There are two.. er.. three, I guess, in the IRL game I&#039;ve been playing in. They tend to be overpowered, or maybe it&#039;s just that the twinks gravitate to the class. I don&#039;t mind them, but they&#039;re generally more complicated than they are worth, though some psionic feats are pretty nice. They&#039;re a very rare part of my world, and I like it that way. I really liked the wild talent idea from 2nd ed, but there&#039;s no good one in third despite the perfect vehicle for it in feats. Should probably be a lvl 0 power, but fuck it. Though, I will put a balance prereq on it now that I mention it. -gm&lt;br /&gt;
&lt;br /&gt;
Where would one get a psychic surgery? Gnomes? --[[User:Msallen|Msallen]]&lt;br /&gt;
: Best bet, yeah. I suppose there is some skill boosting psychic cantrip you&#039;ve found? -gm&lt;br /&gt;
:: :P Always good to increase the the bat-man utility belt for germain. There is also one that gives +20 on sense motive, but I don&#039;t know if you can qualify with just a wild talent. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Actually just did a quick review, and it doesn&#039;t seem very worthwhile --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: I guess some of the powers are cool--empathy, conceal thoughts, and come to mind would work. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Hakan or Gildenhome? Or are psychics pretty evenly spread over the two? -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Upgrade&amp;diff=6266</id>
		<title>Upgrade</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Upgrade&amp;diff=6266"/>
		<updated>2010-10-20T12:47:45Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, from what I read, upgrading is a pretty simple process. I&#039;m assuming that the only customization that has been performed on the code behind this wiki is to a) modify the LocalSettings.php file (which you probably did from the front-end anyway on install), and b) the CAPTCHA extension. If that&#039;s the case, I should be able to take an evening to bring the wiki up to .16 with basically no effort. If I recall correctly, 1&amp;amp;1 even has a backup utility that we can use to make sure everything is safe. Let me know if you&#039;d like me to go for it, and I&#039;ll get on it, probably on Thursday. -[[User:Slitherrr|Slitherrr]] 11:28, 18 October 2010 (EDT)&lt;br /&gt;
: My favorite part? Where I don&#039;t have to do anything, because I just break shit. That would be phenomenal. -gm&lt;br /&gt;
:test!&lt;br /&gt;
&lt;br /&gt;
::Ok, it&#039;s done. Evidently you were a bad boy and set the logo by overwriting the old file rather than putting the new image in the LocalSettings file, but that&#039;s ok. I don&#039;t have time to fix it immediately, but I&#039;ll get to it. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::Doneski, and now it won&#039;t be overwritten next time there&#039;s an upgrade. ENJOY YOUR FINE, PRETTY COLORS. -[[Special:Contributions/66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6219</id>
		<title>Kib Absold&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6219"/>
		<updated>2010-10-18T14:44:00Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{talk|&lt;br /&gt;
&#039;&#039;Note to self: Kib&#039;s fine with wearing the chain for now, but he&#039;ll probably want to take it off before going back into civilization, at least until he gets some kind of OK from Gildenhome authorities. Gotta rationalize that looting adventurer mentality somehow. Also, putting this in the talk template, because they&#039;re awesome and not used often enough.&#039;&#039;&lt;br /&gt;
|[[User:66.207.91.56|66.207.91.56]] 10:44, 18 October 2010 (EDT)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Kib Absold rides the light warhorse [[Tenpence]].&lt;br /&gt;
&lt;br /&gt;
Player: Slitherrr&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: [[Kib Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Classes/Levels: [[Professional]]/5, Fighter/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Experience: 20641&amp;lt;br /&amp;gt; &lt;br /&gt;
Race: [[Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alignment: NG&amp;lt;br /&amp;gt;&lt;br /&gt;
Origin: [[Farrandon]], [[Odessa]]&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;
&lt;br /&gt;
===Primary===&lt;br /&gt;
STR: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
INT: 16&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||||57(60)||||10 + 9 + 11 + 9 + 9 + 9 (+ 3 with Belt)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||17|||| +5 MW Chainmail (unknown if magical bonus), +1 Dex bonus, +3 Insightful Defense, -2 Chainmail Max Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+4|||| +3 Professional, +1 Fighter&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||+1 Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft. (20 ft. Chainmail)||||&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+5||||+1 Professional 4, +2 Fighter 1, +2 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+5||||+4 Professional 4, +1 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+5||||+4 Professional 4, +1 Stat (Cha instead of Wis with Forceful Personality)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Neat Equipment==&lt;br /&gt;
&lt;br /&gt;
===The Draglet Fortress Captain&#039;s Hammer===&lt;br /&gt;
*A Magical Warhammer. Embossed on the hammer&#039;s face is the word, &amp;quot;Change&amp;quot; in Dwarven (including the Dwarven Rune equivalent of question marks).&lt;br /&gt;
&lt;br /&gt;
===The Draglet Fortress Captain&#039;s Chainmail===&lt;br /&gt;
*Magical Chainmail. [Of characteristically Dwarven craftsmanship]&lt;br /&gt;
&lt;br /&gt;
===Lesser Belt of Dwarvenkind===&lt;br /&gt;
*Toughness Feat(+3 hit points)&lt;br /&gt;
*Darkvision, 40 Feet&lt;br /&gt;
*Stonecunning (+1 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Can merely come within 10 feet of unusual stonework to make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. Can also intuit depth, sensing his approximate depth underground as naturally as detecting up)&lt;br /&gt;
*Stability (+2 enhancement bonus to avoid being tripped or bull-rushed when standing on the ground)&lt;br /&gt;
*+1 resistance bonus to Save vs. Poison&lt;br /&gt;
*+1 resistance bonus to Save vs. Spell and Spell-Like Effects&lt;br /&gt;
*+2 competence bonus on Charisma-based checks vs. Dwarves&lt;br /&gt;
*+1 competence bonus on Charisma-based checks with Gnomes&lt;br /&gt;
*-1 competence bonus on Charisma-based checks with Humans, Elves&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Odessan, Celesti, Ubrekti, Dwarvish, Flanneri, Goblin, Kobold, Fresian (Learning)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!|Skill||Bonus|| Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||+16|| 9 ranks, +1 stat, +4 synergy(Sense Motive, Bluff), +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||+12|| 9 ranks, +1 stat, +2 synergy(Bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Ride||+11|| 8 ranks, +1 stat, +2 synergy(Handle Animal)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||+10|| 9 ranks, -1 stat, +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||+10|| 9 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Listen||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Spot||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||+ 9||8 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||+ 6 ||5 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||+ 5|| 2 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Climb||+ 4 (unarmored), +1 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Swim||+ 4 (unarmored), -2 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||+ 3|| 2 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Heal||+ 3|| 4 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language||  Dwarvish, Kobold, Fresian|| 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Special Abilities==&lt;br /&gt;
&lt;br /&gt;
===Standard Feats===&lt;br /&gt;
Improved Unarmed Strike (no AoO on an unarmed attack, lethal or non-lethal damage with fists at will)&amp;lt;br /&amp;gt;&lt;br /&gt;
Combat Expertise (take up to -5 (or -(BaB), whichever is less) on attack roll to gain same dodge bonus to DC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Mounted Combat (If a mount is attacked, the attack is made against a Ride check performed by the mount&#039;s rider, or the mount&#039;s AC, whichever is higher)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Human Bonus Feats===&lt;br /&gt;
Combat Reflexes (additional attacks of opportunity equal to Dex bonus, make AoO while flat-footed)&lt;br /&gt;
&lt;br /&gt;
===Professional Bonus Feats===&lt;br /&gt;
Negotiator (+2 Diplomacy and Sense Motive)&amp;lt;br /&amp;gt;&lt;br /&gt;
Forceful Personality (Cha instead of Wis on Will Saves)&amp;lt;br /&amp;gt;&lt;br /&gt;
Hindering Opportunist (May use an AoO as an Aid Another in Combat action, rather than an attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Bonus Feats===&lt;br /&gt;
Improved Trip (no AoO when tripping unarmed, +4 to trip attack opposed Str check, immediately get free follow-up melee attack on successful trip)&lt;br /&gt;
&lt;br /&gt;
===Extra-Special Bonus Feats===&lt;br /&gt;
Solid Kred-entials (+2 to all Diplomacy checks in Kred)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class abilities===&lt;br /&gt;
Armor Prof. (Light, Med, Heavy)&amp;lt;br /&amp;gt;&lt;br /&gt;
Martial Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield Proficiency (Including tower) &amp;lt;br /&amp;gt;&lt;br /&gt;
Simple Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Canny Defense (+ 1/2 Prof level rounded down to AC, up to Int bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
&lt;br /&gt;
===Level 1: Professional===&lt;br /&gt;
Base F/R/W: +0/+2/+2&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: +0&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Ubrekti, Celstian, Odessan, Flanneri(defaults and int bonus), Dwarvish (speak language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: (8 + 1 + 2 * 4) = 44 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Heal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate|||| 4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||||2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||1 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Language Learning||||Dwarvish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 2: Professional===&lt;br /&gt;
Base F/R/W: 0 + 0 = &#039;&#039;&#039;+0&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 0 + 1 = +1&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Canny Defense&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 44 + (8 + 2 + 1) = 55 points&lt;br /&gt;
{|&lt;br /&gt;
|Bluff||||1 + 2 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Climb||||0 + 1 = 1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal |||| 4 + 1 = 5 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 3: Fighter===&lt;br /&gt;
Base F/R/W: 0 + 2 = &#039;&#039;&#039;+2&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 1 + 1 = +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 55 + (2 + 2 + 1) = 60 points&lt;br /&gt;
{|&lt;br /&gt;
|Climb||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||5 + 1 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 4: Professional===&lt;br /&gt;
Base F/R/W: 2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 2 + 1 = +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Prof Bonus Feat (Forceful Personality)&amp;lt;br /&amp;gt;&lt;br /&gt;
Stat Point: +1 Int&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning additional language: Kobold (from Int)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 60 + (8 + 3 + 1) = 72 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 5: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 3 + 1 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning Additional Language: Goblin (from Speak Language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 72 + (8 + 3 + 1) = 84 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||3 + 3 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Goblin)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 6: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 4 + 0 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Bonus Feat(Hindering Opportunist)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Feat: Mounted Combat&lt;br /&gt;
&lt;br /&gt;
Skills: 84 + (8 + 3 + 1) = 96 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||6 + 2 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||2 + 1 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Fresian)||||2 + 1 = 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6105</id>
		<title>Kib Absold&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6105"/>
		<updated>2010-09-13T12:40:17Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: /* Secondary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kib Absold rides the light warhorse [[Tenpence]].&lt;br /&gt;
&lt;br /&gt;
Player: Slitherrr&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: [[Kib Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Classes/Levels: [[Professional]]/5, Fighter/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Experience: 19941&amp;lt;br /&amp;gt; &lt;br /&gt;
Race: [[Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alignment: NG&amp;lt;br /&amp;gt;&lt;br /&gt;
Origin: [[Farrandon]], [[Odessa]]&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;
&lt;br /&gt;
===Primary===&lt;br /&gt;
STR: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
INT: 16&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||||57(60)||||10 + 9 + 11 + 9 + 9 + 9 (+ 3 with Belt)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||17|||| +5 MW Chainmail (unknown if magical bonus), +1 Dex bonus, +3 Insightful Defense, -2 Chainmail Max Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+4|||| +3 Professional, +1 Fighter&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||+1 Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft. (20 ft. Chainmail)||||&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+5||||+1 Professional 4, +2 Fighter 1, +2 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+5||||+4 Professional 4, +1 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+5||||+4 Professional 4, +1 Stat (Cha instead of Wis with Forceful Personality)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Neat Equipment==&lt;br /&gt;
===Lesser Belt of Dwarvenkind===&lt;br /&gt;
*Toughness Feat(+3 hit points)&lt;br /&gt;
*Darkvision, 40 Feet&lt;br /&gt;
*Stonecunning (+1 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Can merely come within 10 feet of unusual stonework to make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. Can also intuit depth, sensing his approximate depth underground as naturally as detecting up)&lt;br /&gt;
*Stability (+2 enhancement bonus to avoid being tripped or bull-rushed when standing on the ground)&lt;br /&gt;
*+1 resistance bonus to Save vs. Poison&lt;br /&gt;
*+1 resistance bonus to Save vs. Spell and Spell-Like Effects&lt;br /&gt;
*+2 competence bonus on Charisma-based checks vs. Dwarves&lt;br /&gt;
*+1 competence bonus on Charisma-based checks with Gnomes&lt;br /&gt;
*-1 competence bonus on Charisma-based checks with Humans, Elves&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Odessan, Celesti, Ubrekti, Dwarvish, Flanneri, Goblin, Kobold, Fresian (Learning)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!|Skill||Bonus|| Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||+16|| 9 ranks, +1 stat, +4 synergy(Sense Motive, Bluff), +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||+12|| 9 ranks, +1 stat, +2 synergy(Bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Ride||+11|| 8 ranks, +1 stat, +2 synergy(Handle Animal)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||+10|| 9 ranks, -1 stat, +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||+10|| 9 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Listen||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Spot||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||+ 9||8 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||+ 6 ||5 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||+ 5|| 2 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Climb||+ 4 (unarmored), +1 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Swim||+ 4 (unarmored), -2 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||+ 3|| 2 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Heal||+ 3|| 4 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language||  Dwarvish, Kobold, Fresian|| 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Special Abilities==&lt;br /&gt;
&lt;br /&gt;
===Standard Feats===&lt;br /&gt;
Improved Unarmed Strike (no AoO on an unarmed attack, lethal or non-lethal damage with fists at will)&amp;lt;br /&amp;gt;&lt;br /&gt;
Combat Expertise (take up to -5 (or -(BaB), whichever is less) on attack roll to gain same dodge bonus to DC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Mounted Combat (If a mount is attacked, the attack is made against a Ride check performed by the mount&#039;s rider, or the mount&#039;s AC, whichever is higher)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Human Bonus Feats===&lt;br /&gt;
Combat Reflexes (additional attacks of opportunity equal to Dex bonus, make AoO while flat-footed)&lt;br /&gt;
&lt;br /&gt;
===Professional Bonus Feats===&lt;br /&gt;
Negotiator (+2 Diplomacy and Sense Motive)&amp;lt;br /&amp;gt;&lt;br /&gt;
Forceful Personality (Cha instead of Wis on Will Saves)&amp;lt;br /&amp;gt;&lt;br /&gt;
Hindering Opportunist (May use an AoO as an Aid Another in Combat action, rather than an attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Bonus Feats===&lt;br /&gt;
Improved Trip (no AoO when tripping unarmed, +4 to trip attack opposed Str check, immediately get free follow-up melee attack on successful trip)&lt;br /&gt;
&lt;br /&gt;
===Extra-Special Bonus Feats===&lt;br /&gt;
Solid Kred-entials (+2 to all Diplomacy checks in Kred)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class abilities===&lt;br /&gt;
Armor Prof. (Light, Med, Heavy)&amp;lt;br /&amp;gt;&lt;br /&gt;
Martial Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield Proficiency (Including tower) &amp;lt;br /&amp;gt;&lt;br /&gt;
Simple Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Canny Defense (+ 1/2 Prof level rounded down to AC, up to Int bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
&lt;br /&gt;
===Level 1: Professional===&lt;br /&gt;
Base F/R/W: +0/+2/+2&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: +0&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Ubrekti, Celstian, Odessan, Flanneri(defaults and int bonus), Dwarvish (speak language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: (8 + 1 + 2 * 4) = 44 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Heal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate|||| 4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||||2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||1 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Language Learning||||Dwarvish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 2: Professional===&lt;br /&gt;
Base F/R/W: 0 + 0 = &#039;&#039;&#039;+0&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 0 + 1 = +1&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Canny Defense&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 44 + (8 + 2 + 1) = 55 points&lt;br /&gt;
{|&lt;br /&gt;
|Bluff||||1 + 2 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Climb||||0 + 1 = 1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal |||| 4 + 1 = 5 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 3: Fighter===&lt;br /&gt;
Base F/R/W: 0 + 2 = &#039;&#039;&#039;+2&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 1 + 1 = +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 55 + (2 + 2 + 1) = 60 points&lt;br /&gt;
{|&lt;br /&gt;
|Climb||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||5 + 1 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 4: Professional===&lt;br /&gt;
Base F/R/W: 2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 2 + 1 = +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Prof Bonus Feat (Forceful Personality)&amp;lt;br /&amp;gt;&lt;br /&gt;
Stat Point: +1 Int&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning additional language: Kobold (from Int)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 60 + (8 + 3 + 1) = 72 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 5: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 3 + 1 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning Additional Language: Goblin (from Speak Language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 72 + (8 + 3 + 1) = 84 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||3 + 3 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Goblin)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 6: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 4 + 0 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Bonus Feat(Hindering Opportunist)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Feat: Mounted Combat&lt;br /&gt;
&lt;br /&gt;
Skills: 84 + (8 + 3 + 1) = 96 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||6 + 2 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||2 + 1 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Fresian)||||2 + 1 = 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6104</id>
		<title>Kib Absold&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold%27s_Character_Sheet&amp;diff=6104"/>
		<updated>2010-09-13T12:40:07Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: /* Secondary */  Here&amp;#039;s hoping that chainmail has something worth -1 to AC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kib Absold rides the light warhorse [[Tenpence]].&lt;br /&gt;
&lt;br /&gt;
Player: Slitherrr&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: [[Kib Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Classes/Levels: [[Professional]]/5, Fighter/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Experience: 19941&amp;lt;br /&amp;gt; &lt;br /&gt;
Race: [[Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alignment: NG&amp;lt;br /&amp;gt;&lt;br /&gt;
Origin: [[Farrandon]], [[Odessa]]&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;
&lt;br /&gt;
===Primary===&lt;br /&gt;
STR: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
CON: 14&amp;lt;br /&amp;gt;&lt;br /&gt;
INT: 16&amp;lt;br /&amp;gt;&lt;br /&gt;
WIS: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
CHA: 12&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||||57(60)||||10 + 9 + 11 + 9 + 9 + 9 (+ 3 with Belt)&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||17|||| +5 MW Chainmail (unknown if magical bonus), +1 Dex bonus, +3 Insightful Defense, -2 Chainmail Max Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+4|||| +3 Professional, +1 Fighter&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||+1 Dex&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft. (20 ft. Chainmaile)||||&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+5||||+1 Professional 4, +2 Fighter 1, +2 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+5||||+4 Professional 4, +1 Stat&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+5||||+4 Professional 4, +1 Stat (Cha instead of Wis with Forceful Personality)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Neat Equipment==&lt;br /&gt;
===Lesser Belt of Dwarvenkind===&lt;br /&gt;
*Toughness Feat(+3 hit points)&lt;br /&gt;
*Darkvision, 40 Feet&lt;br /&gt;
*Stonecunning (+1 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Can merely come within 10 feet of unusual stonework to make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. Can also intuit depth, sensing his approximate depth underground as naturally as detecting up)&lt;br /&gt;
*Stability (+2 enhancement bonus to avoid being tripped or bull-rushed when standing on the ground)&lt;br /&gt;
*+1 resistance bonus to Save vs. Poison&lt;br /&gt;
*+1 resistance bonus to Save vs. Spell and Spell-Like Effects&lt;br /&gt;
*+2 competence bonus on Charisma-based checks vs. Dwarves&lt;br /&gt;
*+1 competence bonus on Charisma-based checks with Gnomes&lt;br /&gt;
*-1 competence bonus on Charisma-based checks with Humans, Elves&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
Odessan, Celesti, Ubrekti, Dwarvish, Flanneri, Goblin, Kobold, Fresian (Learning)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!|Skill||Bonus|| Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||+16|| 9 ranks, +1 stat, +4 synergy(Sense Motive, Bluff), +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||+12|| 9 ranks, +1 stat, +2 synergy(Bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Ride||+11|| 8 ranks, +1 stat, +2 synergy(Handle Animal)&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||+10|| 9 ranks, -1 stat, +2 Negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||+10|| 9 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Listen||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Spot||+ 8|| 9 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||+ 9||8 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||+ 6 ||5 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||+ 6|| 3 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||+ 5|| 2 ranks, +3 stat&lt;br /&gt;
|-&lt;br /&gt;
|Climb||+ 4 (unarmored), +1 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Swim||+ 4 (unarmored), -2 (MW breastplate)||2 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||+ 3|| 2 ranks, +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Heal||+ 3|| 4 ranks, -1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language||  Dwarvish, Kobold, Fresian|| 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Special Abilities==&lt;br /&gt;
&lt;br /&gt;
===Standard Feats===&lt;br /&gt;
Improved Unarmed Strike (no AoO on an unarmed attack, lethal or non-lethal damage with fists at will)&amp;lt;br /&amp;gt;&lt;br /&gt;
Combat Expertise (take up to -5 (or -(BaB), whichever is less) on attack roll to gain same dodge bonus to DC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Mounted Combat (If a mount is attacked, the attack is made against a Ride check performed by the mount&#039;s rider, or the mount&#039;s AC, whichever is higher)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Human Bonus Feats===&lt;br /&gt;
Combat Reflexes (additional attacks of opportunity equal to Dex bonus, make AoO while flat-footed)&lt;br /&gt;
&lt;br /&gt;
===Professional Bonus Feats===&lt;br /&gt;
Negotiator (+2 Diplomacy and Sense Motive)&amp;lt;br /&amp;gt;&lt;br /&gt;
Forceful Personality (Cha instead of Wis on Will Saves)&amp;lt;br /&amp;gt;&lt;br /&gt;
Hindering Opportunist (May use an AoO as an Aid Another in Combat action, rather than an attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Bonus Feats===&lt;br /&gt;
Improved Trip (no AoO when tripping unarmed, +4 to trip attack opposed Str check, immediately get free follow-up melee attack on successful trip)&lt;br /&gt;
&lt;br /&gt;
===Extra-Special Bonus Feats===&lt;br /&gt;
Solid Kred-entials (+2 to all Diplomacy checks in Kred)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class abilities===&lt;br /&gt;
Armor Prof. (Light, Med, Heavy)&amp;lt;br /&amp;gt;&lt;br /&gt;
Martial Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield Proficiency (Including tower) &amp;lt;br /&amp;gt;&lt;br /&gt;
Simple Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Canny Defense (+ 1/2 Prof level rounded down to AC, up to Int bonus)&amp;lt;br /&amp;gt;&lt;br /&gt;
Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
&lt;br /&gt;
===Level 1: Professional===&lt;br /&gt;
Base F/R/W: +0/+2/+2&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: +0&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Languages: Ubrekti, Celstian, Odessan, Flanneri(defaults and int bonus), Dwarvish (speak language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: (8 + 1 + 2 * 4) = 44 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Heal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate|||| 4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Craft(Stonemasonry)||||2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||1 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||4 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Language Learning||||Dwarvish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 2: Professional===&lt;br /&gt;
Base F/R/W: 0 + 0 = &#039;&#039;&#039;+0&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 0 + 1 = +1&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Canny Defense&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 44 + (8 + 2 + 1) = 55 points&lt;br /&gt;
{|&lt;br /&gt;
|Bluff||||1 + 2 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Climb||||0 + 1 = 1 rank&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||4 + 1 = 5 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal |||| 4 + 1 = 5 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 3: Fighter===&lt;br /&gt;
Base F/R/W: 0 + 2 = &#039;&#039;&#039;+2&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 1 + 1 = +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 55 + (2 + 2 + 1) = 60 points&lt;br /&gt;
{|&lt;br /&gt;
|Climb||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||5 + 1 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Swim||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 4: Professional===&lt;br /&gt;
Base F/R/W: 2 + 1 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 2 + 1 = +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Prof Bonus Feat (Forceful Personality)&amp;lt;br /&amp;gt;&lt;br /&gt;
Stat Point: +1 Int&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning additional language: Kobold (from Int)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 60 + (8 + 3 + 1) = 72 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||5 + 2 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(History)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 5: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;/3 + 1 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 3 + 1 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
Learning Additional Language: Goblin (from Speak Language)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: 72 + (8 + 3 + 1) = 84 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6 + 1 = 7 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||3 + 3 = 6 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Goblin)||||1 + 1 = 2 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 6: Professional===&lt;br /&gt;
Base F/R/W: 3 + 0 = &#039;&#039;&#039;+3&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;/4 + 0 = &#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
BAB: 4 + 0 = +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Class Abilities: Bonus Feat(Hindering Opportunist)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Feat: Mounted Combat&lt;br /&gt;
&lt;br /&gt;
Skills: 84 + (8 + 3 + 1) = 96 points&lt;br /&gt;
{|&lt;br /&gt;
|Diplomacy||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Use Rope||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||8 + 1 = 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||7 + 1 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||6 + 2 = 8 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Geography)||||2 + 1 = 3 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge(Nobility)||||1 + 1 = 2 ranks&lt;br /&gt;
|-&lt;br /&gt;
|Speak Language(Fresian)||||2 + 1 = 3 ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=6103</id>
		<title>Kib Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Kib_Absold&amp;diff=6103"/>
		<updated>2010-09-13T12:36:48Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox|farr_absold.jpg|5|[[Humans|Human]]|[[Professional]] 4, Fighter 1|The Draglet Fortress Captain&#039;s Mail|Masterwork Guisarme, The Draglet Fortress Captain&#039;s Warhammer|[[Farrandon]], [[Odessa]]}}&lt;br /&gt;
&lt;br /&gt;
Kib Absold is a recently unemployed [[Odessa|Odessan]] soldier.  He is one of three recruited to help out the town of Draglet, and is currently exploring its environs with his three tiny compatriots, [[Thed]], [[Thoven]] and [[Gilerl|Gilerl Gilerlson]], and with the more average-sized [[Anise]].&lt;br /&gt;
&lt;br /&gt;
==Short Description==&lt;br /&gt;
A fairly large Human man, with dark, close-cropped hair, dark eyes, olive skin. Clean-shaven and orderly. Wears a light grey uniform with no insignia. Carries a guisarme (strapped to his back when not needed), with a warhammer at his belt and shield at his back. Has a voice that carries well without being grating.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Kib Absold is 6&#039;2&amp;quot; and 195 lbs, with dark hair, dark eyes, and olive skin. He is classically handsome by Odessan standards, but not to the point where he stands out in a crowd on looks alone. The tone of his voice, however, instantly attracts attention when sounded, at once both commanding and certain.&lt;br /&gt;
&lt;br /&gt;
His straight hair was worn loose at about shoulder length, kept out of his eyes by a simple leather band, in the current style preferred by Odessan officers. However, he has recently resorted to trimming it short, as the demands of an adventuring lifestyle leave no means through which to maintain the more aristocratic look. Kib&#039;s reckoning on this matter is that if he cannot be fashionable, he will at least be tidy.&lt;br /&gt;
&lt;br /&gt;
He keeps himself and his equipment clean and in good order, with the due diligence born of his military training.  His face is always clean-shaven, a state maintained by the razor-sharp edge of the dagger he keeps on his person.&lt;br /&gt;
&lt;br /&gt;
Kib prefers the sensibility of adventuring clothing, but often been seen in the more fashionable attire suiting his former rank, and is quite comfortable in either state of dress.  Currently, his wardrobe consists solely of the two pairs of Odessan grey battle-dress he possessed when discharged (with insignia removed). Whatever he wears, he prefers it to be clean and in good repair, whenever possible.&lt;br /&gt;
&lt;br /&gt;
Kib is used to command, and he habitually speaks in a tone meant to carry long distances. His bearing is open, but can quickly become very intimidating. He tries to make and execute his decisions as quickly as possible--while he recognizes the value of considering all possibilities, he is used to dealing with time-sensitive situations that demand a decision, and overdue deliberation invokes his rare impatience. &lt;br /&gt;
&lt;br /&gt;
Kib gets along well enough with all sorts of people, and is generally willing to allow people their way if they do not impede his progress. He is even willing to accept such radical notions as Servitor Abolitionism, but is never fundamentalist in his ideals, and recognizes the realities of the societies of which he is a part.&lt;br /&gt;
&lt;br /&gt;
Kib stays generally within the framework of Law when he can, but less from conviction than from convenience--he is not overly bothered about breaking a rule if the benefit is worth the legal consequence. His immediate superiors are sometimes put off by this attitude, but to the ranks above, the results speak for themselves.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Pre-Military Life===&lt;br /&gt;
Kib was born to a family of lower merchant class, the fifth of ten children (third son), in [[Farrandon]], Odessa.  His father, [[Garn Absold | Garn]], a stonemason, was a keen businessman whose acumen brought him enough money to obtain a noble title, and all the rights and privileges granted therewith--the first such title awarded in hundreds of years.  Kib was thus raised as a nobleman, and groomed for a life in the service of His Majesty King Aden as an officer in the military.&lt;br /&gt;
&lt;br /&gt;
===Military Service===&lt;br /&gt;
&lt;br /&gt;
Kib served for three years in Odessa&#039;s armed forces.  After receiving training for his commissioned rank, he was assigned a platoon attached to the 36th Regiment out of Cebridon.  He spent his first year on campaign with a peacekeeping force in [[Alexia]] that was tasked with managing dissident elements in that country, following a series of tariff reforms that, to the people who could see it, symbolized the final nail in the coffin of Alexian sovereignty.  There, the action focused mainly on policing activities, and never in pitched battle.&lt;br /&gt;
&lt;br /&gt;
As events quieted down in Alexia, Kib&#039;s platoon was reassigned to the 74th, to fight in skirmishes on the Celstian/Odessan border.  It was here that Kib saw his first real battlefield action.  He earned a reputation for breaking with orders when it suited him to do so, but since this more often resulted in better outcomes than not, he generally received commendation rather than approbation from his superiors.  Although those immediately above him on the chain of command saw him as unreliable, the higher-ups thought of him as a man who could get the job done.  After a year and a half in Celestia, Kib was on his way to a promotion, when his career was dramatically interrupted.&lt;br /&gt;
&lt;br /&gt;
===Family Scandal===&lt;br /&gt;
&lt;br /&gt;
While Kib was in Celestia, the Absold family began finding itself under pressure at home.  After a series of events that Kib was not around to witness, Garn was charged, tried and sentenced for a variety of charges, ranging from bribery and corruption to borderline treason.  The Absold family was stripped of its noble title, and Garn was tossed into jail.  Kib found himself transferred to Gildenhome before he even knew of his family&#039;s fate, and while there he was summarily discharged and left to his own devices.  He decided immediately that he would use any means necessary to find his way home and restore his family&#039;s reputation.&lt;br /&gt;
&lt;br /&gt;
==Tactical Philosophy==&lt;br /&gt;
The Odessan infantry mainly makes use of the longspear to support its longbowmen, but while in Alexia, Kib picked up a respect for the skilled use of the more martial pole arms, and has adapted their use into his own arsenal.  He also carries a shield and warhammer for close quarters, and a shortbow for long-distance situations.  He is also a fair hand in a fist-fight, and is developing his effectiveness in mounted combat.&lt;br /&gt;
&lt;br /&gt;
In general, he prefers compromise to combat, but he has spent enough time in dangerous situations to be willing to rapidly engage his foes in battle when necessary.  He knows the value of live prisoners, and he carries a respect for his opponents&#039; goals and lives, even when they are at odds to his own.  &lt;br /&gt;
&lt;br /&gt;
He strives to kill only when necessary, which, to his distaste, is far too often.  He is unwilling to kill helpless prisoners if he does not perceive them as a threat, although he has no qualms against dispatching a helpless enemy if he thinks that not doing so will cause great enough future harm.&lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
Kib has spent the last couple of months following various leads to a disturbance in Draglet. He and his party spent a while side-tracked in Kred, dealing with a (seemingly related) threat, but have finally made it to Draglet Fortress, where they hope to find the mysterious object that, upon crashing into the ground, was the apparent source of all the strange things that are happening in the area.&lt;br /&gt;
&lt;br /&gt;
As Kib continues, his party insists that he is becoming more and more fatalistic, and are ever more reluctant to press on into the dangers that surround them. To Kib, this is a calculated risk, a path that will more quickly earn him the status and wealth he requires to solve his own, personal mysteries, but whether his competence in the abilities of himself and his party is overestimated has yet to be seen.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Kib would eventually like to see his father&#039;s reputation and title restored.  He is convinced that nothing that his father was accused of could have happened, and knows he must hurry, before the stay in prison takes its toll.&lt;br /&gt;
&lt;br /&gt;
Kib&#039;s immediate goals are to find enough work to get him enough money to start finding the information he needs to find.  He knows that a regular job won&#039;t cut it, and stories of the vast riches recovered by soldiers of fortune and adventure-seekers have given him hope. More recently, though, with the troubles in his current location, accumulating enough wealth to get back, has become a far secondary preoccupation, as the dire circumstances have brought forth Kib&#039;s essential desire to do good. He realizes this, and rationalizes that becoming well-known for his deeds is to accumulate another kind of wealth, one that may take him further than mere riches would, alone.&lt;br /&gt;
&lt;br /&gt;
After the happenings in Kred, Kib has begun keeping a journal of his travels, to consolidate ideas. In it, he only mentions his real goals in obtuse, roundabout ways, to prevent the casual reader from learning about, in particular, his family&#039;s plight--he does not think about this, but if he did, he would surmise that he has some interest in keeping at least part of his identity hidden. The journal is also filled with notes of his linguistic endeavors--most notably, it contains the orthographies he has developed for [[Goblin (Language)|Goblin]] and [[Kobold (Language)|Kobold]], and notes to aid his study (vocabulary, grammar rules, and so forth).&lt;br /&gt;
&lt;br /&gt;
==Career Notable Victories==&lt;br /&gt;
*King Mab, a [[Kobold]] Sorc 3/Fighter 1, in single combat.  NOTE:  NOT A REAL KING (slain).&amp;lt;br /&amp;gt;&lt;br /&gt;
*The [[Masked Gnome]], with [[Thed]], [[Thoven]] and [[Gilerl]] (subdued and captured).&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Swingin&#039; Dan]] and [[The Professor]], with [[Thed]], [[Thoven]], [[Gilerl]], [[Zealeus]], and a valiant band of Kred&#039;s finest, who stood their ground to their last (if only because death came too quickly for them to even scream).&amp;lt;br /&amp;gt;&lt;br /&gt;
*ZOMG HOLY CRAP SO MANY KOBOLDS.&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
*Captain [[Kleptinax]], of the Kred city guard, has seen first-hand what Kib and his group can do, and has also received from him a gift in the form of a dozen Wydmoor coins, rare in the East, for his collection.&lt;br /&gt;
*Everyone in Kred knows who Kib is, and anyone who would have something to lose from a Kobold invasion, and isn&#039;t a (fairly short-sighted) smuggler, probably likes him.&lt;br /&gt;
*[[Heston]] was an Alexian adolescent who lived near Kib&#039;s camp while he was on duty there. Originally, he would provide information in exchange for food and coin. Eventually, Absold become good friends with him and his family, often sharing meals under their roof, and covertly supporting them when they needed assistance.&lt;br /&gt;
*[[Uldern Garrolea]], a distant cousin of the Absold family, is Kib&#039;s closest childhood friend, whom he has not seen since beginning his military career. When Kib last saw Uldern, he was studying to become a Journeyman blacksmith, following his father&#039;s trade.&lt;br /&gt;
*All the men in Kib&#039;s squad became very close to him, but [[Cartil Durrendon]], as Kib&#039;s right hand, became doubly so. A towering giant of a man, eschewing the more traditional longspear and in favor of his family&#039;s &#039;&#039;zweihander&#039;&#039;, he had a cutting wit and an enormous capacity for drink. In Alexia, he was a good companion with whom to chatter away the dull hours on sentry. In Celestia, he was an invaluable asset, and in the year and a half spent skirmishing there, both managed to pull each other out of scrapes that would have been their untimely deaths at Celstian hands.&lt;br /&gt;
*Kib Absold has six [[Kib Absold&#039;s Family | siblings]] (out of nine--two died shortly after birth, the other after sixteen months of life). He is the last of three boys, and much younger than the other two. Growing up, he was closest to [[Lea Absold|Lea]], his immediately older sister. Last he saw, Lea had completed her [[Primary Measure]] in Histories, and was beginning work on her [[Secondary Measure]].&lt;br /&gt;
*In his group during training for commission were twenty-three others of noble birth. All in that group know each other with more than passing familiarity, and most are still inhabiting various commissioned ranks within all of the various branches of the Odessan military.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*SPOILER*&#039;&#039;&#039; [[Kib Absold&#039;s Character Sheet]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Germain%27s_Character_Sheet&amp;diff=5944</id>
		<title>Germain&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Germain%27s_Character_Sheet&amp;diff=5944"/>
		<updated>2010-07-06T14:28:30Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: /* Ring of Tweets (Greater) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attributes==&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{|&lt;br /&gt;
|Strength||&amp;amp;nbsp;&amp;amp;nbsp;||10&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity||&amp;amp;nbsp;&amp;amp;nbsp;||12&lt;br /&gt;
|-&lt;br /&gt;
|Constitution||&amp;amp;nbsp;&amp;amp;nbsp;||12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence||&amp;amp;nbsp;&amp;amp;nbsp;||14&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom||&amp;amp;nbsp;&amp;amp;nbsp;||14&lt;br /&gt;
|-&lt;br /&gt;
|Charisma||&amp;amp;nbsp;&amp;amp;nbsp;||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{|&lt;br /&gt;
|Hit Points||&amp;amp;nbsp;&amp;amp;nbsp;||50||&amp;amp;nbsp;&amp;amp;nbsp;||9 + 9 + 8 + 8 + 8 + 8&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||18||||+3 studded leather, +3 dex bonus (+2 to Dex bonus from insightful defense), +2 [[Barbarian King&#039;s Buckler|shield]]&lt;br /&gt;
|-&lt;br /&gt;
|Armor Class||||20||||+5 chain mail, +3 dex bonus (+2 to Dex bonus from insightful defense), +2 [[Barbarian King&#039;s Buckler|shield]]&lt;br /&gt;
|-&lt;br /&gt;
|Base Attack Bonus||||+4||||&lt;br /&gt;
|-&lt;br /&gt;
|Initiative||||+1||||&lt;br /&gt;
|-&lt;br /&gt;
|Base Speed||||30 ft./20 ft.||||studded leather/chain mail&lt;br /&gt;
|-&lt;br /&gt;
|Fort Save||||+5||||+1 professional 5, +2 ranger 1, +1 stat, +1 [[Germain&#039;s_Character_Sheet#Ring_of_Tweets_(Greater)|ring]]&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Save||||+8||||+4 professional 5, +2 ranger 1, +1 stat, +1 [[Germain&#039;s_Character_Sheet#Ring_of_Tweets_(Greater)|ring]]&lt;br /&gt;
|-&lt;br /&gt;
|Will Save||||+7||||+4 professional 5, +2 stat, +1 [[Germain&#039;s_Character_Sheet#Ring_of_Tweets_(Greater)|ring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feats and Abilities==&lt;br /&gt;
&lt;br /&gt;
===Purchased Feats===&lt;br /&gt;
*Combat Expertise&lt;br /&gt;
*Investigator (+2 search, +2 gather information)&lt;br /&gt;
*[[Knowledgeable]] (+1 all knowledge skills)&lt;br /&gt;
*Leadership&lt;br /&gt;
*Negotiator (+2 diplomacy, +2 sense motive)&lt;br /&gt;
*Persuader (+2 bluff, +2 intimidate)&lt;br /&gt;
*Skill Focus (Diplomacy)&lt;br /&gt;
&lt;br /&gt;
===Class Feats===&lt;br /&gt;
*Favored Enemy: Human&lt;br /&gt;
*Insightful Defense&lt;br /&gt;
*Proficiency (Armor): Light, Medium&lt;br /&gt;
*Proficiency (Shield): Small, Large&lt;br /&gt;
*Proficiency (Weapon): Simple, Martial&lt;br /&gt;
*Track&lt;br /&gt;
*Uncanny Dodge&lt;br /&gt;
*Wild Empathy&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
*Dwarven&lt;br /&gt;
*Flannari&lt;br /&gt;
*Fresian&lt;br /&gt;
*Hakni&lt;br /&gt;
*Ubrekti&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{|class=sortable&lt;br /&gt;
!Skill!!class=unsortable|&amp;amp;nbsp;&amp;amp;nbsp;!!Bonus!!class=unsortable|&amp;amp;nbsp;&amp;amp;nbsp;!!class=unsortable|Bonus Derivation&lt;br /&gt;
|-&lt;br /&gt;
|Bluff||||10||||6 ranks, +2 stat, +2 persuader&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy||||19||||8 ranks, +2 stat, +2 negotiator, +3 skill focus, +4 syn (bluff, sm)&lt;br /&gt;
|-&lt;br /&gt;
|Gather Info||||12||||8 ranks, +2 stat, +2 investigator&lt;br /&gt;
|-&lt;br /&gt;
|Handle Animal||||7||||5 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Intimidate||||10||||4 ranks, +2 stat, +2 persuader, +2 syn (bluff)&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Geography)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Alexandria City)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Home)||||8||||4 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Ubrekt City)||||10||||6 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Local, Wydmoor Free City)||||10||||6 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nature)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Nobility)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (Religion)||||6||||2 ranks, +2 stat, +1 knowledgeable, +1 [[Germain&#039;s_Character_Sheet#Absolutely_Fabulous_Earring_of_Competence|earring]]&lt;br /&gt;
|-&lt;br /&gt;
|Listen||||9||||7 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Perform (Oration)||||5||||3 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Ride||||6||||3 ranks, +2 syn (ha) +1 stat&lt;br /&gt;
|-&lt;br /&gt;
|Search||||10||||6 ranks, +2 stat, +2 investigator&lt;br /&gt;
|-&lt;br /&gt;
|Sense Motive||||13||||9 ranks, +2 stat, +2 negotiator&lt;br /&gt;
|-&lt;br /&gt;
|Spot||||9||||7 ranks, +2 stat&lt;br /&gt;
|-&lt;br /&gt;
|Survival||||4||||2 ranks, +2 stat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable Equipment==&lt;br /&gt;
===[[Barbarian King&#039;s Buckler]]===&lt;br /&gt;
* +1 buckler&lt;br /&gt;
* when first struck by a missile weapon in a round, you may make a DC 20 save to block the arrow&lt;br /&gt;
* any arrows passing within 10&#039; the wielder are rerouted to him &lt;br /&gt;
&lt;br /&gt;
===Absolutely Fabulous Earring of Competence===&lt;br /&gt;
* +1 to intelligence skill checks&lt;br /&gt;
* can be activated to cast Fox&#039;s Cunning, but skill bonus is lost for 24 hours&lt;br /&gt;
&lt;br /&gt;
===Horn of Haste===&lt;br /&gt;
* silver horn&lt;br /&gt;
* cast haste 2/day (as a 5th level caster)&lt;br /&gt;
&lt;br /&gt;
===Ring of Tweets (Greater)===&lt;br /&gt;
* ring of resistance +1 (all saves)&lt;br /&gt;
* can be activated to send a 20 word message to [[Edrell Odenthorpe|Edrell]], but protection is lost for 24 hours&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;del&amp;gt;Ring of Tweets&amp;lt;/del&amp;gt;===&lt;br /&gt;
* once per day, may send a 10 word message to [[Edrell Odenthorpe|Edrell]]&lt;br /&gt;
* invisible for 2 rounds, at-will, 2-day&lt;br /&gt;
* stolen by that rat [[Fenn]]&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
Starting Feats: Persuader, Investigator&lt;br /&gt;
&lt;br /&gt;
===Level 1: [[Professional]] 1===&lt;br /&gt;
*Bonus Feat: [[Knowledgeable]]&lt;br /&gt;
*4 Bluff&lt;br /&gt;
*4 Diplomacy&lt;br /&gt;
*4 Gather Info&lt;br /&gt;
*4 Knowledge (Local, Wydmoor) &lt;br /&gt;
*4 Knowledge (Local, Home)&lt;br /&gt;
*2 Knowledge (Local, Ubrekt City)&lt;br /&gt;
*2 Knowledge (Nobility)&lt;br /&gt;
*2 Knowledge (Religion)&lt;br /&gt;
*2 Knowledge (Geography)&lt;br /&gt;
*2 Knowledge (History)&lt;br /&gt;
*4 Listen&lt;br /&gt;
*2 Search&lt;br /&gt;
*4 Sense Motive&lt;br /&gt;
*4 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 2: [[Professional]] 2===&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*2 Intimidate&lt;br /&gt;
*1 Listen&lt;br /&gt;
*2 Ride&lt;br /&gt;
*1 Search&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 3: [[Professional]] 3===&lt;br /&gt;
*Level Feat: Combat Expertise&lt;br /&gt;
*Bonus Feat: Negotiator&lt;br /&gt;
*1 Bluff&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Intimidate&lt;br /&gt;
*1 Knowledge (Local, Wydmoor)&lt;br /&gt;
*1 Listen&lt;br /&gt;
*1 Ride&lt;br /&gt;
*2 Search&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Spot&lt;br /&gt;
&lt;br /&gt;
===Level 4: Ranger 1===&lt;br /&gt;
*Level Stat Bonus: Charisma&lt;br /&gt;
*Class Feature: Favored enemy: Human&lt;br /&gt;
*5 Handle Animal&lt;br /&gt;
*2 Knowledge (Nature)&lt;br /&gt;
*2 Survival&lt;br /&gt;
&lt;br /&gt;
===Level 5: [[Professional]] 4===&lt;br /&gt;
*Class Feature: Uncanny Dodge&lt;br /&gt;
*Language: Dwarven&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Intimidate&lt;br /&gt;
*2 Knowledge (Local, Alexandria City)&lt;br /&gt;
*2 Knowledge (Local, Ubrekt City)&lt;br /&gt;
*1 Knowledge (Local, Wydmoor)&lt;br /&gt;
*2 Sense Motive&lt;br /&gt;
&lt;br /&gt;
===Level 6: [[Professional]] 5===&lt;br /&gt;
*Level Feat: Leadership&lt;br /&gt;
*Bonus Feat: Skill Focus (Diplomacy)&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*2 Knowledge (Local, Ubrekt City)&lt;br /&gt;
*1 Listen&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Search&lt;br /&gt;
*1 Spot&lt;br /&gt;
*3 Perform (Oration)&lt;br /&gt;
&lt;br /&gt;
==Notes for Future Levels==&lt;br /&gt;
&lt;br /&gt;
===Level 7: [[Dragoman]] 1===&lt;br /&gt;
*Class Feature: Silver Tongue&lt;br /&gt;
*2 Diplomacy&lt;br /&gt;
*2 Gather Info&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*1 Listen&lt;br /&gt;
*1 Spot&lt;br /&gt;
*3 Knowledge (Nobility + Royalty)&lt;br /&gt;
*1 Knowledge (History)&lt;br /&gt;
&lt;br /&gt;
===Level 8 (option 1): [[Dragoman]] 2===&lt;br /&gt;
*Stat Bonus: Charisma&lt;br /&gt;
*Class Feature: Skill Mastery (Sense Motive)&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*2 Knowledge (History)&lt;br /&gt;
*2 Knowledge (Local, Wydmoor)&lt;br /&gt;
*2 Knowledge (Geography)?&lt;br /&gt;
*1 Bluff?&lt;br /&gt;
*1 Intimidate?&lt;br /&gt;
&lt;br /&gt;
===Level 8 (option 2): Bard 1===&lt;br /&gt;
*Stat Bonus: Charisma&lt;br /&gt;
*Spells: [[Deftness]], [[Fleeting Fame]], Mage Hand, Message&lt;br /&gt;
*1 Diplomacy&lt;br /&gt;
*1 Gather Info&lt;br /&gt;
*1 Sense Motive&lt;br /&gt;
*2 Knowledge (History)&lt;br /&gt;
*2 Knowledge (Arcana)&lt;br /&gt;
*2 Perform (Oration)&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User_talk:Slitherrr&amp;diff=5617</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=5617"/>
		<updated>2010-05-24T15:11:35Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &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;br /&gt;
&lt;br /&gt;
FYI: GM doesn&#039;t give a shit about level/power balance between players. --[[User:Msallen|Msallen]]&lt;br /&gt;
:Good to know. I guess the big question is whether he wants to deal with the cohort stuff while we&#039;re in the middle of a big dungeon crawl. -[[User:66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=5579</id>
		<title>Talk:Germain&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Germain%27s_Character_Sheet&amp;diff=5579"/>
		<updated>2010-05-17T15:45:21Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WTF was that about? [[User:Detarame|Detarame]] 18:30, 12 April 2010 (EDT)&lt;br /&gt;
: Germain is opening up! I&#039;m not gonna do this sort of mamby-pamby stuff in game, am I? --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Oops. Thought this was a different page. I&#039;m not sure what I was thinking. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
RE: Hit points: With 12 con, MAX-1 for 8 HD is 8? -gm&lt;br /&gt;
: Isn&#039;t it MAX-2 for every level after 2? I can&#039;t ever remember your HP rules. Otherwise, ya. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: First character level is max, all the rest are max -1.&lt;br /&gt;
:: (8+1 = 9),(8-1+1 = 8),(8-1+1 = 8),(8-1+1 = 8),(8-1+1 = 8) = 41 -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: I believe you have discovered a latent inequity! Original campaign started at level two, and so got max for first 2 levels, then max -1. MeFites started at level one, and so only got max for level 1. -gm&lt;br /&gt;
:::: Wow... we started a level ahead, and they still caught up to our two years of adventuring in 6 months! Wydmoor allstars FTL :( --[[User:146.127.253.44|146.127.253.44]]&lt;br /&gt;
&lt;br /&gt;
Did you know in ancient times, big pilgrim cities would often be flush with &amp;quot;travelers guides&amp;quot; of various degrees of quality? You could have picked a few up, at nominal gold cost, to justify enough for a couple points in dadtim and/or alexandria&#039;s city. -gm&lt;br /&gt;
: Yeah, I was considering it. Points are tight trying to qualify for Dragoman at 7 and bring my wheelhouse skills up to max. I already dropped bluff from my wheelhouse to be able to get some extra points in knowledge skills :| I&#039;ll see what I can do. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: My usual playbook fort that situation is to sacrifice my max skill to get the glass I&#039;m looking for, then double down the next level to get back up to max. &lt;br /&gt;
::: I did that last level :| I doubled down on SM to bring it to max since I want it to be my main bag, and then I only put a point in my other max skills. I do think another knowledge: local is a good idea. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Do synergy bonuses stack?  I was under the impression that they didn&#039;t. -[[User:Slitherrr|Slitherrr]] 12:09, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
A little research suggests they don&#039;t as of 3.5.  Booo. -[[User:Slitherrr|Slitherrr]] 12:10, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, scratch that.  It looks like it went from being a &amp;quot;synergy bonus&amp;quot; to an &amp;quot;unnamed bonus&amp;quot;, so despite the vague wording of the synergy bit in the skill, it evidently does, indeed, stack. -[[User:Slitherrr|Slitherrr]] 12:13, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I am pretty sure they stack based only on the few character optimization posts I&#039;ve read. Those nerds would have seen a rules violation from a mile away. That said, I think they shouldn&#039;t. Syn bonuses are definitely unbalanced and heavily abusable in 3.5, especially around diplomacy. I wouldn&#039;t abuse them like I have except that I self-identify as a munchkin and I feel no obligation to violate my lifestyle. -[[User:Msallen|Msallen]] 13:03, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Diplomacy is impossible to unbalance because you can&#039;t talk your way out of a knife to the back. -gm&lt;br /&gt;
&lt;br /&gt;
:: Only true if you completely disregard the &amp;quot;influence NPC reactions&amp;quot; table (which any good game master will do anyways). A real diplomancer would have at least +22 or so at my level, which would allow me to avoid all kinds of combat through talkin&#039;. Also: [http://community.wizards.com/go/thread/view/75882/19861846/Campaign_Smashers_II_The_stuff_that_completely_breaks_the_game]. -[[User:Msallen|Msallen]] 14:03, 12 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I *wish* I had that diplomancer in my group. He&#039;d be dead in two sessions. I do not miss players like this, though I&#039;m somewhat eager to encounter one again one day. Good luck out rules lawyering me in 3.5 : the Diplomancer concept has a fatal flaw that the player seems to willfully ignore. Namely : &amp;quot;Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase.&amp;quot; I suppose the counter would be to take a rushed one at -10, which I would patently disallow, because you can&#039;t do any meaningful diplomacy in six seconds. Since that would lead to some whinging and arguing, I&#039;d give the &amp;quot;ok&amp;quot; and then move on to my next trick. After all, that&#039;s hardly the only fuckin&#039; I could give. &amp;quot;. . . to influence the attitude of &amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt; nonplayer character, or wild empathy checks made to influence the attitude of &amp;lt;/b&amp;gt;an animal or magical beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Notice that article? It&#039;s consistantly &amp;lt;i&amp;gt;singular&amp;lt;/i&amp;gt;. That is, even with a hurried diplomacy action every round, you&#039;d still only get to turn ONE NPCs reaction per round, not that of a whole group. And, the instant Mr Diplomancer convinces that one guy to oppose his fellows, I&#039;ll give you one guess as to who the rest of the opposition will concentrate fire on.  -gm&lt;br /&gt;
&lt;br /&gt;
:Yeah, and what Jones is saying is basically what is flavoring the Professional discussion from my point of view, and what makes him so tough to balance. His power outside of combat stems a lot from talky-talky, and that power is so easy to cancel out that it&#039;s really hard to judge exactly how powerful it makes him. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Whats crappy about the sync bonuses is how quickly they push other characters out of the dipl game. In general, a player that wants to be top-notch at a specific skill for player reasons can be with minimal investment. However, if you don&#039;t go ape-shit with diplomacy getting all the support skills, its really hard to have much impact compared to a diplomancer type. --[[User:Msallen|Msallen]] 13:16, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
You know, Germain really doesn&#039;t spend much time lying anymore--now that hes increasingly important, he just doesn&#039;t have to front as much. I&#039;m considering focusing on Dipl, SM, and GI, and putting bluff/intimidate on the back burner. At +10, they are pretty strong, and I&#039;m sure I&#039;ll be able to buy them up a little more (and benefit from the Dragoman feature). I might just leave him at &amp;quot;capable&amp;quot; liar and buy up some more knowledge skills. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
===Leveling and Respec===&lt;br /&gt;
Ranger!  Crazy talk! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: FAVORED ENEMY: HUMAN! --[[User:192.147.58.6|192.147.58.6]] 13:11, 14 January 2010 (EST)&lt;br /&gt;
Potential changes from Fighter -&amp;gt; Professional respec:&lt;br /&gt;
* HP -2&lt;br /&gt;
* Fort Save -1&lt;br /&gt;
* Remove: Evasion&lt;br /&gt;
* Add: Insightful Defense &lt;br /&gt;
* Skills: 6 pts (can&#039;t raise any skills past level 3 max)&lt;br /&gt;
** 1 listen&lt;br /&gt;
** 1 spot&lt;br /&gt;
** 2 search&lt;br /&gt;
** 2 intimidate&lt;br /&gt;
&lt;br /&gt;
No changes occur to:&lt;br /&gt;
* Feats: lost fighter bonus, gained prof bonus--since I took skill feats with 2 human starting feats and&lt;br /&gt;
* BaB: Prof level 2-&amp;gt;3 gets a +1 BaB&lt;br /&gt;
&lt;br /&gt;
Done! In the process I realized I took 8 skills instead of 9 for my newest ranger level! --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
I guess there is a part of me that is looking at the [[Field Marshall]] and seriously considering it. --[[User:Msallen|Msallen]]&lt;br /&gt;
: Then go capture one. Kib has a reason to be able to access Sentinal and Field Marshall classes. I&#039;m not sure Germain does. -gm&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
An unintended consequence of our changes is that my goofy earring, which gives skill bonuses or eagle&#039;s splendor, gets a little cooler at mid levels --[[User:Msallen|Msallen]]&lt;br /&gt;
: Hm?&lt;br /&gt;
: Also, what&#039;d you think of that new feat?&lt;br /&gt;
:: Er. Because the clicky will give me an AC bonus starting at level 6. I like the feat in concept, although I&#039;m not sure I&#039;m capable of evaluating how useful it is. It might be too situational, but I don&#039;t have a good grip on that sort of thing. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, I didn&#039;t actually create the feat, I lifted it. I imagine the goal is to give an Aid Another to someone ELSE who is also going to AoO? Also, don&#039;t forget, your Eagle&#039;s Splendor only lasts 3 minutes and shuts off your +1 for 24 hours. ;)&lt;br /&gt;
:::: Um. Eagle&#039;s Splendor is Charisma, not Intelligence. It&#039;ll be a + to Will Saves if you take the feat, but that&#039;s it.-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::: Yeah, sorry, I assume what was meant was Fox&#039;s Cunning. LE&#039;s Charisma Cloak clickies to Eagle&#039;s Splendor. -gm&lt;br /&gt;
::::: Ah, I think Jones meant for it to be Fox&#039;s Cunning (int bonus) based on how he explained it: get +1 on int skills all the time, or get +2 for a short period. That said, if I was wrong, sweet! I&#039;ll take a charisma buff any day! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: If you&#039;re done, why do  you still have evasion?&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
I still don&#039;t get why you&#039;d grab leadership at lvl 5. Cohort always maxes out at Level-2. I always thought the +2 Improved Leadership was kind of a booby prize. -gm&lt;br /&gt;
: Yeah, I don&#039;t know if I will take it in the end. It depends on a lot of things:&lt;br /&gt;
:* Have I had an in-game justification to get a second knowledge (local) skill up to 6. If I can, I&#039;ll be picking up [[Dragoman]] at level 7. I&#039;ll probably take it to level 2--the +3 bonus to all charisma skills is hot for me, and I&#039;d really like to get +2 and take-10 with Sense Motive. That&#039;ll mean I won&#039;t get leadership until level 9 if I don&#039;t take it as a feat.&lt;br /&gt;
:* Do I have an in-game justification to take leadership at 6? I might not even feel like the Germ has the contacts or resources to take leadership, and I&#039;d like to have an NPC in mind for cohort potential. In all honesty, I&#039;m probably also more interested in the followers than the cohorts, since I&#039;m not even sure I&#039;ll take a combat-based cohort. For followers, the +2 bonus does have a noticeable effect.&lt;br /&gt;
:* What do you have in mind for the leadership feat? Its a weird feat with very little structure that is highly dependent on the GM, campaign, and player. So I&#039;ll just be talking to you a lot about it as I get closer to 6. If it it has a strong RP component that&#039;ll cause NPC organizations to put me in charge of lots of people, then I&#039;ll take it earlier. If I have to have my own base of operations, funding, and political capital to make full use of it, then I&#039;ll take it later. If it means I&#039;m more likely to start building more permanent relationships with a higher level of loyalty with the NPCs I interact with, I&#039;ll take it earlier. Etc. etc.&lt;br /&gt;
:Hence the question mark. Its still pretty unresolved whether and how I&#039;m going to use the feat. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Well, you&#039;ve got, what, 2 more levels before it&#039;s an issue? I&#039;ll backburner it for now - 2010/1401 is going to be a VERY chaotic year for Wydmoor, so where Germ goes and how he develops is up in the air: all possibilities are on the table. That&#039;s all I can say about that right now. If you wanted a knowledge local, you could, perhaps, pick a city or region where one of the OTHER characters has some Knowledge Local skill points and learn from them. I mean, I&#039;m a big fan of assuming the players are doing stuff like conversating and such during all the Walking Time characters do, so I&#039;ve never bought fully into the &amp;quot;well, I didn&#039;t do anything in game to justify the expense.&amp;quot; With months of skipped over downtime, there&#039;s plenty of time to practice skills and wotnot on the road. (Though, for something like your ranger level, the RP component becomes a lot more important.) -gm&lt;br /&gt;
::: Aight. I guess I was under the impression that you had to spend some time in an area to build up knowledge (local), but chatting, libraries, and reading newspapers is enough? I&#039;ll probably aim to build up my knowledge of ubrekt city, since I already have some points in it and its probably easy to get news/info about since its such an important city. Or I&#039;ll see what the other party members have. Still doesn&#039;t really resolve this issue since it&#039;ll just cause my to postpone prof 6 for 3 levels for sure. --[[User:Msallen|Msallen]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Looks like I am short a language, since ubrekti and regional language are both granted to starting characters. What makes sense from a game perspective. Germ has been around Fresia/Flannery and Ubrekti City most of his life, so it seems like I could easily make a case for any of them? --[[User:Msallen|Msallen]]&lt;br /&gt;
: I thought you already had Flannary and Fresia? The regional language for Ubrekt is actually Hakni. -gm&lt;br /&gt;
:: Wouldn&#039;t I start with Ubrekti and Fresia? I was under the impression from the contentious language talk page that you start with common + regional + int bonus? --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Well, either Ubrekti and Fresia, or Ubrekti and Flanneri. What I think that Matt is referring to, though, is that if you spent a lot of time in Ubrekti City, it&#039;d make sense if you knew Hakni, since that&#039;s the actual regional language, there. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Also, for being the more worldly and less beefy incarnation of Kib, you sure haven&#039;t spent many points in Speak Language. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: The only other language we&#039;ve had to deal with was Lizardmanlander! When will I ever use that again? Probably pick up Odessan soon since you people are invading my new town. --[[User:Msallen|Msallen]]&lt;br /&gt;
::::: Yeah, I have no idea why Odessan is so widely spoken in the MFC group, since most of them are Gildenhomers. WEIRD. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::::: Is it really that widely spoken? I see Thed being the only one having it that doesn&#039;t have a super obvious reason to... -[[User:Feantari|Feantari]]&lt;br /&gt;
::::::: You&#039;re right, for some reason I was remembering Thoven as having it. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Leadership at Professional 5? You get it for free in one more level! -[[User:66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=4910</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=4910"/>
		<updated>2010-04-16T13:48:56Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Achievements===&lt;br /&gt;
&lt;br /&gt;
Key:&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;MeFight Team Alpha&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Wydmoor All-Stars&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The GM&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| 1-800-222-1222 || Suffer the ill effects of poison on two different occasions in the same game session || Yes || 25xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt Allen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Actors Anonymous || Win role-playing award two games in a row. || Yes || 200xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| American Express || Charge 5 enemies in a single session. || Yes || 10 xp || Mattie || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Animal Shelter || Save a group of five or more animals at one time. || Yes || 100xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| All Dressed Up And Nowhere To Go || Spend at least 20 minutes creating a disguise that is never used, or is used improperly || Yes || 5 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bartender || Create 3 magical potions for three different players || Yes || 30xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Brinksmanship || Recover from -9 hit points. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| Cat Napper || Be rendered involuntarily unconscious twice in a single session. || Yes || 50xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Char Broiled || Suffer 35 points of fire damage in a single round. || Yes || 20 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Charades || Successfully communicate a message with the bluff (innuendo) check. || Yes || 5xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Charity Begins at Home || Give away a magic item worth at least 3,500 gp (to a non-PC). || Yes || 35xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Chime and Punishment || Ring a church bell without authorization, and suffer some consequence || Yes || 5 xp || Slitherrr || &lt;br /&gt;
|-&lt;br /&gt;
| Civic Pride || Become a government offical || Yes || 250xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Clean Up on Aisle 3 || Do maximum damage with a critical hit. || Yes || 10 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Collecting Cobwebs || Neglect the use of an ability for an entire level || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Come on, it&#039;ll be fun! || Convince a party member to do something contrary to their normal alignment || No || || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| Convert the Heathen || Get someone to worship something they originally were at best indifferent about. || Yes || 50xp || Trav ||&lt;br /&gt;
|-&lt;br /&gt;
| Could be Handy, Someday || Use a character trait or non-typical skill (e.g. basket weaving) in a way that significantly helps the party || No || || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;D B&amp;amp;E || Take at least 1000 gold pieces worth of items from someone&#039;s house. || Yes || 50xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dead Ugly || Deliver the killing blow to an ogre. || Yes || 15xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Dr. Spock&#039;s Backup Band || Kill a group of at least five giants. || Yes || 20xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Easy Come, Easy Go || Suffer the loss, disenchantment, or destruction of a magic item worth at least 1500 gold. || Yes || 150 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Elementary, My Dear Watson || Destroy a elemental of all four basic elemental types. || Yes || 40xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Family First || Rescue a close family member from dire circumstance or immediate danger. || Yes || 50 xp || Slitherrr || &lt;br /&gt;
|-&lt;br /&gt;
| Financial Ruin || Lose all your worldly possessions. || Yes || 30xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Gnome News is Good News || Kill a gnome. || Yes || 5xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Haters Gonna Hate || Kill 50 of your favored enemy. || Yes || 50 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Hearts and Crafts || Create a magical item worth at least 500 gold pieces || Yes || 50xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Heroic Internship || Acquire a human or humanoid follower for at least three game sessions. || Yes || 25 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Hey, Over Here! || Kill an opponent while in total darkness or suffering from blindness. || Yes || 5xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| History Will Judge || Use game notes or wiki text to remind the GM of something forgotten || Yes || 25xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Holier Than Thou || Tithe to a church at least once a month for an entire in game year. || Yes || 120xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Holly, Eleven Inches, Phoenix Feather || Craft a wand. || Yes || 50xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Holy Antibodies || Resist disease using Paladin&#039;s immunity to disease, or have a magical disease cured on yourself by another. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Trav, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Homicide || Kill a human. || Yes || 5 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Ice To An Eskimo || Diplomacy check your way from a hostile to friendly reaction level from an NPC. || Yes || 45 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| I&#039;d Like a Dozen Munchkins || Instruct a party member on how to better use or increase a stat, skill, or ability without their disapproval || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| IMPOTENT RAGE || Enter a rage that results in no hits in melee. || Yes || 25 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Insomnia || Go a two weeks without a full night&#039;s rest. || Yes || 140xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Iron Stomach || Survive eating something not meant to be eaten. || Yes || 15 xp || Slitherrr || &lt;br /&gt;
|-&lt;br /&gt;
| Jacket Weather || Suffer 35 points of cold damage in a single round. || Yes || 20 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Learning To Fly || Suffer maximum-dice falling damage. || Yes || 35 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Leave No Bone Unturned || Turn 5+ skeletons in a single turn attempt || Yes || 15 xp || Mattie || &lt;br /&gt;
|-&lt;br /&gt;
| Line Leader || Get top initiative roll in three consecutive combats. || Yes || 20 xp || Mattie || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjackal || Chop down 10 trees. || Yes || 30xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Mistaken for Deer || Unintentionally inflict damage upon a teammate with something other than an area affect spell || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Morituri te Salutamus || Defeat a creature or NPC at least equal to your level in single combat. || Yes || 10% bonus || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ninjastic || Kill an enemy without them ever knowing you were there. || Yes || 15xp || Mattie ||&lt;br /&gt;
|- &lt;br /&gt;
| No Orc Left Untouched || Kill 20 orcs. || Yes || 20 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Nothling || Kill a halfling. || Yes || 5 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Odessan Dream || Buy a house. || Yes || 200 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Overachievement|| Have 30 achievements approved by the GM. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Overachiever, and proud of it. || Make 5 or more rolls against your worst stat in one game, and succeed at all of them. || Yes || 50 xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Papers, Please? || Obtain a license, writ, citation, or diploma. || Yes || 15 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Attendence || Witness the absence of every other player from at least one game, without missing a game yourself. || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Pity Party || Subdue, but do not kill, all of your opponents in a single encounter against more than one adversary. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Helen, Sarah, Daniel, Trav, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Prison Break || Escape from a dungeon, jail, prison, stockade, or similar pickle. || Yes || 25 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Pun Hit Wonder || Make a particularly good/terrible pun. || Yes || 10xp || Mattie  || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Ratachat Chat || Talk to a rodent for more than fifteen minutes. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Trav&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Regicide || Kill a king, queen, princess, or prince. || Yes || 250xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Run &amp;amp; Hide || Successfully escape from a creature with hit dice equal to twice your level. || Yes || 5% of creature || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Soothe the Savage || Befriend a group of four or more animals that would normally try to kill you or your party. || Yes || 40xp || Mattie || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Tapped Out || Use your entire daily allotment of spells in a single encounter. || Yes || 50xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| That&#039;s What Your Wife Said || Unintentionally provoke an NPC to a negative reaction through poor role-playing or a botched roll || Yes || 10 xp || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| The Guard Said WHAT || Make more than 5 typos in a row where you say something in character that you should have said OOC. || Yes || Embarassment || Matt Allen || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Matt Jones&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These Are Not The Druids You Are Looking For. || Charm a humanoid enemy. || Yes || 15xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| These Go to -11 || Die. || Yes || Condolences || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Jason&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thiefdom || Pickpocket or steal two things in a single game session without being noticed/caught. || Yes || 10xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Time for Plan B || Construct an elaborate course of action, plan, or trap which catastrophically fails due to a botched roll || Yes || 25 xp || Daniel E ||&lt;br /&gt;
|-&lt;br /&gt;
| Two Birds || Kill exactly two enemies with the same spell or attack roll. || Yes || 20xp || Mattie || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Under The Table || Win a drinking contest. || Yes || 10xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| UU || Counter a spell. || Yes || 25 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Wealth Redistribution || Rich become less rich, poor become less poor.  All for everyone&#039;s own good. || Yes || 25xp || Trav ||&lt;br /&gt;
|-&lt;br /&gt;
| With Friends Like These || Damage an ally into unconsciousness. || Yes || 35 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| -6 Feet Tall || Kill a dwarf. || Yes || 5 xp || Mattie || &lt;br /&gt;
|-&lt;br /&gt;
| WikiWizard || Create 50 non-stub articles for the source wiki. || Yes || 250xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WikiWonder || Create 20 non-stub articles for the source wiki. || Yes || 100xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Would You Like Syphillis With That? || Engage in sexual relations, in-game || Yes || 50 xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Kimika&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| X || Gain 10 Achievements || Yes || 1000 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| XXV || Gain 25 Achievements || Yes || 2000 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| L || Gain 50 Achievements || Yes || 4000 xp || Matt Jones || &lt;br /&gt;
|-&lt;br /&gt;
| Midwife Crisis || Save a baby from 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;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4658</id>
		<title>Team MeFight Fifteenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4658"/>
		<updated>2010-03-30T19:40:37Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party found itself waiting for the beasts to emerge, and they were not disappointed--a monstrous woman came forth, stinking of filth and rotten meat, its broad shoulders boasting a full extra head--the party had stumbled upon an Ettin! Tossing a javelin, she accepted a charge from Gilerl, who ripped into her mightily, and received similar punishment in return. Nevin, Thed, Thoven and Anise took advantage of their distant positions to unload their ranged attacks, each shot another step closer to the Ettin&#039;s end. Following closely came another of the same species, a male, who joined into the attack with a will. Finding himself close to mortally wounded, Gilerl retreated after doing significant damage to the first Ettin, while Kib held ground to keep the giants from giving chase. One of the mighty beings fell, but not before connecting a shattering blow with Kib&#039;s chestpiece. The second, enraged at the sight of his companion falling to the ground, stepped over her body to renew his attack, with a vengeance. He managed two solid blows that knocked Kib senseless before falling to the earth with his own, crashing thud.&lt;br /&gt;
&lt;br /&gt;
The dust settling, the group managed to revive Kib and bring Gilerl back into a semblance of health. Looking over the beasts possessions revealed a pile of gold and a wand topped with the head of a bear, which Thed naturally pocketed. Before they had any time to rest, however, two brown bears rushed around the corner, sporting collars--presumably, they had been kept by the Ettins as pets. Before Nevin could get a word in edgewise, Gilerl rushed to the party&#039;s defense, hacking into one of the beasts, while Kib, magically enlarged with Thoven&#039;s magic, held back to prevent the other from charging the rest. Kib managed to disable one of the beasts with a sweeping blow to the legs, keeping it from doing any damage while the rest of the party subdued it, and Gilerl managed to closely avoid death while engaging his own beast. Despite the party&#039;s best efforts, one of the beasts died, much to Nevin&#039;s dismay.&lt;br /&gt;
&lt;br /&gt;
Once again, silence fell upon the area. Thed impulsively took the opportunity to test out the bear wand on the unconscious, ursine body with inconclusive results.&lt;br /&gt;
&lt;br /&gt;
The party then managed a search. A second body was found roasting on the spit. Assuming that it belonged to one of the wizard&#039;s companions, it was removed and wrapped to be transported, like the other. Kib managed to find a silver figurine in the ashes--he kept it, hoping that it would serve to identify the charred corpse. In this room was also a chest, containing what was probably the man or woman&#039;s shield, and some ten thousand loose copper pieces. (In the process, Anise stumbled upon a hidden door protected with a magical trap, which immediately knocked her unconscious).&lt;br /&gt;
&lt;br /&gt;
In their searching, many items of some interest were found. The group made camp to rest and tally their findings, hoping to find the wizard&#039;s first friend on the next day.&lt;br /&gt;
&lt;br /&gt;
Ettins:&lt;br /&gt;
&lt;br /&gt;
*800ish gold [help me remember, please]&lt;br /&gt;
*a wand with a bear figure carved into it [zapped twice]&lt;br /&gt;
*small, silver raven figurine (radiates magic) (training room)&lt;br /&gt;
*chest with 10432 copper pieces and a medium darkwood bucker (training room)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Workshop:&lt;br /&gt;
*4x Masterwork Artisan Tools&lt;br /&gt;
*1x Hourglass&lt;br /&gt;
*1x Masterwork Thieves&#039; Tools&lt;br /&gt;
*2x Crowbar&lt;br /&gt;
*3x Superior Lock&lt;br /&gt;
&lt;br /&gt;
The Armory&lt;br /&gt;
*3x Small Chain Shirt&lt;br /&gt;
*1x Small Half-Plate&lt;br /&gt;
*1x Medium Plate&lt;br /&gt;
*4x Medium Studded Leather&lt;br /&gt;
*1x Medium Heavy Steel Shield&lt;br /&gt;
*1x Dwarven Waraxe&lt;br /&gt;
*1x Med. Longsword&lt;br /&gt;
*3x Small Shortsword&lt;br /&gt;
*2x Med Light X-Bow&lt;br /&gt;
*2x Med Dagger&lt;br /&gt;
*8x Small Quarterstaff&lt;br /&gt;
&lt;br /&gt;
Storage Room&lt;br /&gt;
*Mundane tools and cleaning equipment&lt;br /&gt;
*4x 50&#039; of Hemp Rope&lt;br /&gt;
*2x 25&#039; of Silk Rope&lt;br /&gt;
*2x Masterwork Healing Kits&lt;br /&gt;
&lt;br /&gt;
The Stash Room&lt;br /&gt;
*Many boring lockboxes filled with boring documents. &lt;br /&gt;
*Some pretty nice statuary and artwork.&lt;br /&gt;
*8x Alchemist Fire&lt;br /&gt;
*5x Acid Flash&lt;br /&gt;
&lt;br /&gt;
XP&lt;br /&gt;
&lt;br /&gt;
*900-800-750 for the ettins.&lt;br /&gt;
*300-something-something for the bears.&lt;br /&gt;
*40 each for the trapped door.&lt;br /&gt;
&lt;br /&gt;
Speculation: &lt;br /&gt;
&lt;br /&gt;
*There&#039;s a good chance the wand is what caused the bears to follow the ettins. We&#039;ll know if the bear acts strangely when it wakes up (assuming it doesn&#039;t wear off before then), at about the time we will in the morning.&lt;br /&gt;
*The chest with the copper in it very well might have other stuff--it&#039;d be pretty weird for a dude to be carrying around a darkwood buckler without some sort of weapon as well, and my search rolls were pretty bad (not that Kib is really aware of that)&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4657</id>
		<title>Team MeFight Fifteenth Session</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Team_MeFight_Fifteenth_Session&amp;diff=4657"/>
		<updated>2010-03-30T19:40:06Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party found itself waiting for the beasts to emerge, and they were not disappointed--a monstrous woman came forth, stinking of filth and rotten meat, its broad shoulders boasting a full extra head--the party had stumbled upon an Ettin! Tossing a javelin, she accepted a charge from Gilerl, who ripped into her mightily, and received similar punishment in return. Nevin, Thed, Thoven and Anise took advantage of their distant positions to unload their ranged attacks, each shot another step closer to the Ettin&#039;s end. Following closely came another of the same species, a male, who joined into the attack with a will. Finding himself close to mortally wounded, Gilerl retreated after doing significant damage to the first Ettin, while Kib held ground to keep the giants from giving chase. One of the mighty beings fell, but not before connecting a shattering blow with Kib&#039;s chestpiece. The second, enraged at the sight of his companion falling to the ground, stepped over her body to renew his attack, with a vengeance. He managed two solid blows that knocked Kib senseless before falling to the earth with his own, crashing thud.&lt;br /&gt;
&lt;br /&gt;
The dust settling, the group managed to revive Kib and bring Gilerl back into a semblance of health. Looking over the beasts possessions revealed a pile of gold and a wand topped with the head of a bear, which Thed naturally pocketed. Before they had any time to rest, however, two brown bears rushed around the corner, sporting collars--presumably, they had been kept by the Ettins as pets. Before Nevin could get a word in edgewise, Gilerl rushed to the party&#039;s defense, hacking into one of the beasts, while Kib, magically enlarged with Thoven&#039;s magic, held back to prevent the other from charging the rest. Kib managed to disable one of the beasts with a sweeping blow to the legs, keeping it from doing any damage while the rest of the party subdued it, and Gilerl managed to closely avoid death while engaging his own beast. Despite the party&#039;s best efforts, one of the beasts died, much to Nevin&#039;s dismay.&lt;br /&gt;
&lt;br /&gt;
Once again, silence fell upon the area. Thed impulsively took the opportunity to test out the bear wand on the unconscious, ursine body with inconclusive results.&lt;br /&gt;
&lt;br /&gt;
The party then managed a search. A second body was found roasting on the spit. Assuming that it belonged to one of the wizard&#039;s companions, it was removed and wrapped to be transported, like the other. Kib managed to find a silver figurine in the ashes--he kept it, hoping that it would serve to identify the charred corpse. In this room was also a chest, containing what was probably the man or woman&#039;s shield, and some ten thousand loose copper pieces. (In the process, Anise stumbled upon a hidden door protected with a magical trap, which immediately knocked her unconscious).&lt;br /&gt;
&lt;br /&gt;
In their searching, many items of some interest were found. The group made camp to rest and tally their findings, hoping to find the wizard&#039;s first friend on the next day.&lt;br /&gt;
&lt;br /&gt;
Ettins:&lt;br /&gt;
&lt;br /&gt;
*800ish gold [help me remember, please]&lt;br /&gt;
*a wand with a bear figure carved into it [zapped twice]&lt;br /&gt;
*small, silver raven figurine (radiates magic) (training room)&lt;br /&gt;
*chest with 10432 copper pieces and a medium darkwood bucker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Workshop:&lt;br /&gt;
*4x Masterwork Artisan Tools&lt;br /&gt;
*1x Hourglass&lt;br /&gt;
*1x Masterwork Thieves&#039; Tools&lt;br /&gt;
*2x Crowbar&lt;br /&gt;
*3x Superior Lock&lt;br /&gt;
&lt;br /&gt;
The Armory&lt;br /&gt;
*3x Small Chain Shirt&lt;br /&gt;
*1x Small Half-Plate&lt;br /&gt;
*1x Medium Plate&lt;br /&gt;
*4x Medium Studded Leather&lt;br /&gt;
*1x Medium Heavy Steel Shield&lt;br /&gt;
*1x Dwarven Waraxe&lt;br /&gt;
*1x Med. Longsword&lt;br /&gt;
*3x Small Shortsword&lt;br /&gt;
*2x Med Light X-Bow&lt;br /&gt;
*2x Med Dagger&lt;br /&gt;
*8x Small Quarterstaff&lt;br /&gt;
&lt;br /&gt;
Storage Room&lt;br /&gt;
*Mundane tools and cleaning equipment&lt;br /&gt;
*4x 50&#039; of Hemp Rope&lt;br /&gt;
*2x 25&#039; of Silk Rope&lt;br /&gt;
*2x Masterwork Healing Kits&lt;br /&gt;
&lt;br /&gt;
The Stash Room&lt;br /&gt;
*Many boring lockboxes filled with boring documents. &lt;br /&gt;
*Some pretty nice statuary and artwork.&lt;br /&gt;
*8x Alchemist Fire&lt;br /&gt;
*5x Acid Flash&lt;br /&gt;
&lt;br /&gt;
XP&lt;br /&gt;
&lt;br /&gt;
*900-800-750 for the ettins.&lt;br /&gt;
*300-something-something for the bears.&lt;br /&gt;
*40 each for the trapped door.&lt;br /&gt;
&lt;br /&gt;
Speculation: &lt;br /&gt;
&lt;br /&gt;
*There&#039;s a good chance the wand is what caused the bears to follow the ettins. We&#039;ll know if the bear acts strangely when it wakes up (assuming it doesn&#039;t wear off before then), at about the time we will in the morning.&lt;br /&gt;
*The chest with the copper in it very well might have other stuff--it&#039;d be pretty weird for a dude to be carrying around a darkwood buckler without some sort of weapon as well, and my search rolls were pretty bad (not that Kib is really aware of that)&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=ASCII_Barf&amp;diff=4475</id>
		<title>ASCII Barf</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=ASCII_Barf&amp;diff=4475"/>
		<updated>2010-03-12T15:26:05Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Dungeon Crawl Stone Soup version 0.4.5 (crawl-ref) character file.&lt;br /&gt;
&lt;br /&gt;
268814 msa the Evocator (level 21, -6/183 (186) HPs)&lt;br /&gt;
             Began as a Mountain Dwarf Fighter on Apr 18, 2009.&lt;br /&gt;
             Was a High Priest of Nemelex Xobeh.&lt;br /&gt;
             Killed from afar by an acid blob (11 damage)&lt;br /&gt;
             ... on Level 5 of the Pits of Slime on Apr 21, 2009.&lt;br /&gt;
             The game lasted 1day02:13:59 (89670 turns).&lt;br /&gt;
&lt;br /&gt;
msa the Evocator (Mountain Dwarf Fighter)       Turns: 89670, Time: 1, 02:13:59&lt;br /&gt;
&lt;br /&gt;
HP  -6/183 (186) AC 27     Str 33      Exp: 21/475987 (2096), need: 70662&lt;br /&gt;
MP  14/16        EV  9     Int 10      God: Nemelex Xobeh *****&lt;br /&gt;
Gold 3420        SH  0     Dex 10      Spells:  0 memorised, 22 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : . . .   See Invis. : .   b - rod of striking (9/9)&lt;br /&gt;
Res.Cold  : + . .   Warding    : .   n - +3 plate mail of Unyr Yna&lt;br /&gt;
Life Prot.: . . .   Conserve   : +   (no shield)&lt;br /&gt;
Res.Poison: +       Res.Corr.  : .   (no helmet)&lt;br /&gt;
Res.Elec. : .       Clarity    : .   O - +3 cloak of Satisfaction&lt;br /&gt;
                                     (no gloves)&lt;br /&gt;
Sust.Abil.: .       Prev.Telep.: +   (no boots)&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   t - amulet of conservation&lt;br /&gt;
Res.Slow  : .       Levitation : .   H - +2 ring of strength&lt;br /&gt;
Saprovore : . . .   Ctrl.Flight: .   z - ring of Sufaopso&lt;br /&gt;
&lt;br /&gt;
@: extremely resistant to magic, extremely unstealthy&lt;br /&gt;
A: teleportitis 1, blurry vision 1, -10% mp, Str -1, Int +2&lt;br /&gt;
a: Draw One, Peek at Two, Triple Draw, Mark Four, Stack Five, Renounce Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You were on level 5 of the Pits of Slime.&lt;br /&gt;
You worshipped Nemelex Xobeh.&lt;br /&gt;
Nemelex Xobeh was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 8 branches of the dungeon, and saw 62 of its levels.&lt;br /&gt;
You visited 2 Labyrinths.&lt;br /&gt;
&lt;br /&gt;
Inventory:&lt;br /&gt;
&lt;br /&gt;
Hand weapons&lt;br /&gt;
 a - the +10,+7 mace &amp;quot;Siwoir&amp;quot;&lt;br /&gt;
   (You found it on level 9 of the Dungeon)   &lt;br /&gt;
   It affects your AC (+4).&lt;br /&gt;
   It affects your strength (+3).&lt;br /&gt;
   It protects you from fire.&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
 K - a +4,+1 war axe of speed&lt;br /&gt;
Armour&lt;br /&gt;
 n - the +3 plate mail of Unyr Yna (worn)&lt;br /&gt;
   (You found it in a Labyrinth)   &lt;br /&gt;
   It affects your evasion (+2).&lt;br /&gt;
 O - the +3 cloak of Satisfaction (worn)&lt;br /&gt;
   (You found it on level 5 of the Lair of Beasts)   &lt;br /&gt;
   It affects your accuracy (+3).&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
   It increases your resistance to enchantments.&lt;br /&gt;
Magical devices&lt;br /&gt;
 h - a wand of lightning (5)&lt;br /&gt;
 j - a wand of frost (3)&lt;br /&gt;
 o - a wand of digging (11)&lt;br /&gt;
 v - a wand of lightning (1)&lt;br /&gt;
 x - a wand of fireball (2)&lt;br /&gt;
 F - a wand of fire (0)&lt;br /&gt;
 Y - a wand of disintegration (9)&lt;br /&gt;
Comestibles&lt;br /&gt;
 s - 2 meat rations&lt;br /&gt;
Scrolls&lt;br /&gt;
 P - a scroll of magic mapping&lt;br /&gt;
 R - 4 scrolls of remove curse&lt;br /&gt;
 X - 2 scrolls of detect curse&lt;br /&gt;
Jewellery&lt;br /&gt;
 i - an uncursed ring of sustain abilities&lt;br /&gt;
 t - an amulet of conservation (around neck)&lt;br /&gt;
 w - the ring &amp;quot;Beher&amp;quot;&lt;br /&gt;
   (You found it on level 1 of the Swamp)   &lt;br /&gt;
   [ring of regeneration]&lt;br /&gt;
   It greatly protects you from cold.&lt;br /&gt;
 z - the ring of Sufaopso (left hand)&lt;br /&gt;
   (You found it on level 11 of the Dungeon)   &lt;br /&gt;
   [ring of poison resistance]&lt;br /&gt;
   It affects your strength (+2).&lt;br /&gt;
   It prevents most forms of teleportation.&lt;br /&gt;
 C - an uncursed ring of see invisible&lt;br /&gt;
 D - an uncursed ring of levitation&lt;br /&gt;
 E - an uncursed amulet of resist corrosion&lt;br /&gt;
 H - a +2 ring of strength (right hand)&lt;br /&gt;
Potions&lt;br /&gt;
 m - 2 potions of speed&lt;br /&gt;
 p - 5 potions of healing&lt;br /&gt;
 J - 2 potions of heal wounds&lt;br /&gt;
 V - a potion of restore abilities&lt;br /&gt;
Magical staves&lt;br /&gt;
 b - a rod of striking (9/9) (in hand)&lt;br /&gt;
   (You acquired it on level 2 of the Lair of Beasts)&lt;br /&gt;
Miscellaneous&lt;br /&gt;
 l - a plain deck of summonings {god gift}&lt;br /&gt;
 u - a plain deck of destruction {drawn: 5} {god gift}&lt;br /&gt;
 M - an ornate deck of war&lt;br /&gt;
 W - a crystal ball of seeing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 You had 2096 experience left.&lt;br /&gt;
&lt;br /&gt;
   Skills:&lt;br /&gt;
 + Level 14 Fighting&lt;br /&gt;
 + Level 17 Axes&lt;br /&gt;
 + Level 23 Maces &amp;amp; Flails&lt;br /&gt;
 - Level 1 Slings&lt;br /&gt;
 + Level 2 Throwing&lt;br /&gt;
 + Level 14 Armour&lt;br /&gt;
 - Level 13 Shields&lt;br /&gt;
 + Level 5 Traps &amp;amp; Doors&lt;br /&gt;
 + Level 3 Unarmed Combat&lt;br /&gt;
 + Level 1 Spellcasting&lt;br /&gt;
 + Level 24 Evocations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====&lt;br /&gt;
&lt;br /&gt;
Just to include my latest YASD:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message History&lt;br /&gt;
&lt;br /&gt;
Your hair stands on end.&lt;br /&gt;
You are engulfed in a cloud of smoke!&lt;br /&gt;
You float gracefully downwards.&lt;br /&gt;
62510 Hol the Fencer (level 14, 70/128 HPs)&lt;br /&gt;
             Began as a Mountain Dwarf Paladin on Mar 5, 2010.&lt;br /&gt;
             Was a High Priest of The Shining One.&lt;br /&gt;
             Took a swim in molten lava&lt;br /&gt;
             ... on Level 4 of the Lair of Beasts on Mar 11, 2010.&lt;br /&gt;
             The game lasted 02:41:49 (29074 turns).&lt;br /&gt;
&lt;br /&gt;
Hol the Fencer (Mountain Dwarf Paladin)                                                                Turns: 29074, Time: 02:41:49&lt;br /&gt;
&lt;br /&gt;
HP  70/128       AC 12     Str 26      Exp: 14/86153 (0), need: 10046&lt;br /&gt;
MP  11/13        EV 10     Int  9      God: The Shining One *****&lt;br /&gt;
Gold 2203        SH  0     Dex 13      Spells:  2 memorised, 12 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : + . .   See Invis. : +   w - +3,+7 scimitar of the Elven Halls {speed, &lt;br /&gt;
Res.Cold  : . . .   Warding    : .   (no armour)&lt;br /&gt;
Life Prot.: + + +   Conserve   : .   (no shield)&lt;br /&gt;
Res.Poison: +       Res.Corr.  : .   j - +2 spiked helmet&lt;br /&gt;
Res.Elec. : .       Clarity    : .   m - +0 elf cloak&lt;br /&gt;
                                     a - +2 pair of gloves {Dex+3}&lt;br /&gt;
Sust.Abil.: .       Rnd.Telep. : .   G - +2 pair of boots {run}&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   A - amulet &amp;quot;Unuirhibu&amp;quot; {Gourm SInv}&lt;br /&gt;
Res.Slow  : .       Levitation : .   W - ring of protection from fire&lt;br /&gt;
Gourmand  : +       Ctrl.Flight: .   x - ring of poison resistance&lt;br /&gt;
&lt;br /&gt;
@: very slightly glowing, quick, somewhat resistant to magic, unstealthy&lt;br /&gt;
A: no striking features&lt;br /&gt;
a: Divine Shield, Cleansing Flame, Summon Divine Warrior, Renounce Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You were on level 4 of the Lair of Beasts.&lt;br /&gt;
You worshipped The Shining One.&lt;br /&gt;
The Shining One was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 5 branches of the dungeon, and saw 29 of its levels.&lt;br /&gt;
&lt;br /&gt;
You collected 2582 gold pieces.&lt;br /&gt;
You spent 379 gold pieces at shops.&lt;br /&gt;
&lt;br /&gt;
You fall into the lava!&lt;br /&gt;
The lava burns you!&lt;br /&gt;
Some of the scrolls you are carrying catch fire!&lt;br /&gt;
You try to escape, but your burden drags you down!&lt;br /&gt;
&lt;br /&gt;
 #.....#              ##..%###%&lt;br /&gt;
 #.....#               ###%.#..&lt;br /&gt;
 #.....####################.%.#&lt;br /&gt;
 #####...............#....#&#039;&#039;&#039;#&lt;br /&gt;
     ###############.#(........&lt;br /&gt;
 #  ################.#.......##&lt;br /&gt;
  {#{{S{{{##{{{###{#.#.(.....# &lt;br /&gt;
#  {{{{{###{#######{%#.......# &lt;br /&gt;
#{#{{{{{{{{####{{{{#.#.......# &lt;br /&gt;
####{#{{#{{###{{{{###&#039;.......# &lt;br /&gt;
{##;{#{{{{{###@{{{{{##.......##&lt;br /&gt;
{###{#{{{{{{##{{##{{##........#&lt;br /&gt;
{SSSS{##{{{#{#{{#{#{##........#&lt;br /&gt;
{{{{{{#{{{{{{{#{###########...#&lt;br /&gt;
##################        #.###&lt;br /&gt;
  ########                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#    #########   #.###&lt;br /&gt;
  #......#    #....)..#  ##...#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Howd you end up in the laval? Levitate wear off?&lt;br /&gt;
: Can you pick some article that&#039;s not actively being used and maintained to barf ascii into? -gm&lt;br /&gt;
:: Complain, complain. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Back on point... how did you fall in? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: Levitation ran out. I counted on it to last longer than it did, and miscast my attempt to re-up. -[[User:66.207.91.56|66.207.91.56]]&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4460</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=4460"/>
		<updated>2010-03-11T18:23:57Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If the screecher attack does damage, it shouldn&#039;t be against touch attack AC, since armor would presumably block whatever is being done (probably slam damage). If it&#039;s a touch attack, then it shouldn&#039;t do damage (as per the &amp;quot;grab&amp;quot; in the grapple rules), which would make sense. Succeeding to grapple the target, though, would do damage, probably with claws, and further damage can be done afterward with further attacks that the zombie probably gets no penalty on (rather than the usual -4). Strangely enough, pinning an opponent does not give an option to do damage, but a rule can probably be made for this circumstance. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: The screecher attack is a touch attack because it is a modified grapple. I think you&#039;re probably right that the grapple needs to be successful for damage. You being on your horse made things a little more complicated for me, so I had to wing it. Next time I&#039;ll kill your horse first. After all, the average life span for a mount in most of my games is about 1.5 sessions.&lt;br /&gt;
::Yeah, none of this is to rebel against your rulings in-game, I just wanted to run the rules in line with 3.5e&#039;s combat system to flesh these guys out for future games. The normal grapple rules are touch attack to see if grapple can be initiated (with AoO, but it can probably be assumed that the screecher has an ability that is like the AoO nullifier of Improved Grapple), then opposed grapple check, THEN unarmed damage if the screecher wins the opposed check. -slitherrr&lt;br /&gt;
&lt;br /&gt;
: Main points (Hunter) - &lt;br /&gt;
: 1. Hunter may make a leaping charge grapple attack. &lt;br /&gt;
::It&#039;s still double movement (60&#039; maximum), though if you jump from a vertical distance, you can get bonus damage. (1d6 per 10 feet, as per &amp;quot;falling objects&amp;quot; in DMG)&lt;br /&gt;
: 2. Hunter&#039;s attack is a sort of charge grapple, so it is a touch attack with bonuses for charge, strength, and an innate SA.&lt;br /&gt;
: 3. If pinned, you are helpless and take rake damage on subsequent rounds. A lot of it. &lt;br /&gt;
::To note, here, pinning does NOT make the target helpless. To quote: &amp;quot;When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak.&amp;quot; If the zombie gets something special, doing lots of automatic damage is probably plenty without ALSO giving the pinned character a -5 to AC (-9 to melee attacks) and susceptibility to coup de grace. -slitherrr&lt;br /&gt;
: 4. Research Required - there are some creatures that are able to make an attack that grapples on success. Perhaps worth modeling on.&lt;br /&gt;
:: This is worth looking into. However, if an attack does damage directly as a consequence of the attack (like being slammed into), then it should never be a touch attack, because armor should have its say. Conversely, if it&#039;s a touch attack, then it shouldn&#039;t do damage. The second is the actual grapple rule, the former would be a special case rule that is like the monster abilities (i.e., both claw attacks hit = immediate grapple initiated, that sort of thing). -slitherrr&lt;br /&gt;
: &lt;br /&gt;
: Main Points (Smoker)&lt;br /&gt;
: 1. Touch grapple @ range, if successful target is helpless, but not prone. (And you&#039;re prone, because your ass is dragg&#039;d)&lt;br /&gt;
::Also, since it got mentioned for the Screecher, helpless here is probably too much awesome for a ranged touch attack. Spells that make people helpless either affect only very low-level creatures (Sleep), or are super high-level (two cleric spells, Dictum and Holy word, that are both level 7). None (surprisingly) of the SRD monsters have abilities that make PCs helpless directly--the closest thing I could find with a search is the Hag&#039;s Str-drain ability, which causes helplessness if Str gets to 0, hardly an easy condition. The point is that the ability to cause a coup de grace situation with almost no effort is ridiculously super-stupid powerful, even if it&#039;s only while the tongue is still attached. My suggestion is that the tongue = grappled, maybe even with some hefty bonus to keep people from getting out of it too easily. For example, the giant constrictor snake is a CR 5 monster with a +23 to its grapple check with 1d8+10 constrict damage (not a ranged grapple or anything, but that should give a general idea of the power)-[[User:66.207.91.56|66.207.91.56]]&lt;br /&gt;
: 2. On beginning of smoker&#039;s round, dragging begins @ 30&#039;/round.&lt;br /&gt;
: 3. When you get to the smoker, you take some raking damage. (Less than hunter)&lt;br /&gt;
: 4. Tongue has 2-3 HP. &lt;br /&gt;
:&lt;br /&gt;
: Main Points (Boomer)&lt;br /&gt;
: 1. Listen checks within range (20&#039;, maybe?) to hear them if they are in range and you&#039;re paying attention. &lt;br /&gt;
:: (IE, last game, by the time the boomer was in range to be heard, the sounds of combat were assumed to be drowning it out.)&lt;br /&gt;
:: (When you guy stumbled on the boomer in the barn, you were given listen checks to hear it)&lt;br /&gt;
: 2. The bile explosion is a 10&#039; radius. Puke DC is 15, explosion DC is 25.&lt;br /&gt;
:&lt;br /&gt;
: I&#039;m sad you missed the game where they were introduced, because it was kind of funny watching Xorry, especially, slowly figure out what was going on. He made a boomer-joke about the fat, boil covered zombie. Then it puked and exploded and there was much laughter, OOC, at least. ;) -gm  &lt;br /&gt;
:&lt;br /&gt;
: Other things : attack bonus, AC, wotnot, you guys might be able to figure out with more experience, but I&#039;m not about to tell it here. the common ones, of course, are pretty obvious and you mostly have sussed out.&lt;br /&gt;
&lt;br /&gt;
==More Elaborations and Research on Screecher==&lt;br /&gt;
&lt;br /&gt;
I looked through the SRD list of special abilities and found the following relevant entries:&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab Improved Grab]&lt;br /&gt;
&lt;br /&gt;
If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. &lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. [this can be one of the &amp;quot;otherwise noted&amp;quot; cases, probably rationalized by the combination with the leaping charge, if it even has to be rationalized]&lt;br /&gt;
&lt;br /&gt;
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). &lt;br /&gt;
&lt;br /&gt;
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#pounce Pounce]&lt;br /&gt;
&lt;br /&gt;
When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability. &lt;br /&gt;
&lt;br /&gt;
*[http://www.d20srd.org/srd/specialAbilities.htm#rake Rake]&lt;br /&gt;
&lt;br /&gt;
A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. &lt;br /&gt;
&lt;br /&gt;
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, some combination of these would give exactly what you&#039;re looking for, although putting in all would be pretty silly: rake + pounce + [extra-]improved grab + the flying charge would be looking at full attack + rake attacks, with the option for a grapple attempt after each attack, although successfully grappling on an early attack doesn&#039;t allow the later ones, with additional rake attacks if the grapple is successful, all after jumping 60&#039; through the air, basically bypassing AoO from intervening units, which is just ludicrous. I propose any combination of 2: either improved grab + rake, pounce + rake, or pounce + improved grab. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
Also, there&#039;s no specific ability for the leaping charge, but all he needs is some ability that makes Jump do what it needs to do. Since the Jump DC for 60&#039; is usually 60 (120 without a running start, holy crap), here&#039;s what I propose:&lt;br /&gt;
&lt;br /&gt;
===Supernatural Leap===&lt;br /&gt;
The creature halves all DCs when attempting a long jump with the Jump skill. In addition, the DC does not change if the creature does not have a running start.&lt;br /&gt;
&lt;br /&gt;
Then the zombie can get a +20 racial bonus to jump skill, and that&#039;ll put him roughly where he needs to be, when his skills from creature levels are added, especially if he starts from higher up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
On a final note, we&#039;ve been doing this wrong:&lt;br /&gt;
[http://www.d20srd.org/srd/combat/specialInitiativeActions.htm#ready Ready]&lt;br /&gt;
&lt;br /&gt;
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so). &lt;br /&gt;
&lt;br /&gt;
Readying an Action&lt;br /&gt;
You can ready a &#039;&#039;standard action, a move action, &#039;&#039;&#039;or&#039;&#039;&#039; a free action&#039;&#039;. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. &lt;br /&gt;
&lt;br /&gt;
You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round. &lt;br /&gt;
&lt;br /&gt;
Initiative Consequences of Readying&lt;br /&gt;
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.&lt;br /&gt;
&lt;br /&gt;
In other words, the screecher will need another special ability to allow him to charge as a readied action. Since a leap is rather more instantaneous than most other full-round actions, this is a bit plausible, although it does make him more powerful, so that should be taken into account when determining damage and number of his attacks. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Don&#039;t worry, all the beanplating has sucked all of the joy out of this experiment for me. The intent - to build a sense of suspense and anticipation based on subverting a familiar shared experience - has been completely overwhelmed by rulesism. You won&#039;t be seeing these guys again - I can only imagine the headaches as I slowly try to unveil the rest of the special infected roster. I&#039;m going to stick with everything vanilla from now on, and should have the plot retooled by the next game. We&#039;ll just handwavium retcon everything back into normal zombies.  -gm&lt;br /&gt;
::: Ack, sorry. I&#039;ll try to hold back on that in the future. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::: Ah, i don&#039;t mean it like that - not exactly. i underestimated how much effort it was going to take to make the creatures with the charactaristic traits and playtest on the fly, and the other option - having a general discussion - defeats the whole purpose of the mystery. lookind down the barrel at doing the same with jockeys, chargers, spitters, the tanks and the witch was a little bit daunting, to say the least, from a time-inveested to payoff. The sideways nod joke serves the intended purpose well enough. As ever, my ambitious far exceeds my drive. -gm&lt;br /&gt;
::::: that is to say, i&#039;m glad this stuff is here to work out the mechanics for the hunter in the next campaign, since i can&#039;t very well just magic wand all that away. Rather, the extended conceit of a progressively more hard core journey thru the L4D franchise won&#039;t be continued for reasons stated above.&lt;br /&gt;
:::::: Ah, okay. That makes me feel better. And I do hope this is helpful, because I have a whole lot of fun digging through the SRD and finding the rules that are relevant, and helping to hash out something that both serves the narrative and is balanced in the rules (which D&amp;amp;D makes more complicated by its very nature). Anyways, once we&#039;re past this part of the story and don&#039;t have the unknown factor anymore, I think it&#039;d be awesome to actually make this into a proper monster template, a la the SRD zombie template. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::::::: Are you people talking about a video game or something? --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::::: Go back to your @.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dungeon Crawl Stone Soup version 0.4.5 (crawl-ref) character file.&lt;br /&gt;
&lt;br /&gt;
268814 msa the Evocator (level 21, -6/183 (186) HPs)&lt;br /&gt;
             Began as a Mountain Dwarf Fighter on Apr 18, 2009.&lt;br /&gt;
             Was a High Priest of Nemelex Xobeh.&lt;br /&gt;
             Killed from afar by an acid blob (11 damage)&lt;br /&gt;
             ... on Level 5 of the Pits of Slime on Apr 21, 2009.&lt;br /&gt;
             The game lasted 1day02:13:59 (89670 turns).&lt;br /&gt;
&lt;br /&gt;
msa the Evocator (Mountain Dwarf Fighter)       Turns: 89670, Time: 1, 02:13:59&lt;br /&gt;
&lt;br /&gt;
HP  -6/183 (186) AC 27     Str 33      Exp: 21/475987 (2096), need: 70662&lt;br /&gt;
MP  14/16        EV  9     Int 10      God: Nemelex Xobeh *****&lt;br /&gt;
Gold 3420        SH  0     Dex 10      Spells:  0 memorised, 22 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : . . .   See Invis. : .   b - rod of striking (9/9)&lt;br /&gt;
Res.Cold  : + . .   Warding    : .   n - +3 plate mail of Unyr Yna&lt;br /&gt;
Life Prot.: . . .   Conserve   : +   (no shield)&lt;br /&gt;
Res.Poison: +       Res.Corr.  : .   (no helmet)&lt;br /&gt;
Res.Elec. : .       Clarity    : .   O - +3 cloak of Satisfaction&lt;br /&gt;
                                     (no gloves)&lt;br /&gt;
Sust.Abil.: .       Prev.Telep.: +   (no boots)&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   t - amulet of conservation&lt;br /&gt;
Res.Slow  : .       Levitation : .   H - +2 ring of strength&lt;br /&gt;
Saprovore : . . .   Ctrl.Flight: .   z - ring of Sufaopso&lt;br /&gt;
&lt;br /&gt;
@: extremely resistant to magic, extremely unstealthy&lt;br /&gt;
A: teleportitis 1, blurry vision 1, -10% mp, Str -1, Int +2&lt;br /&gt;
a: Draw One, Peek at Two, Triple Draw, Mark Four, Stack Five, Renounce Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You were on level 5 of the Pits of Slime.&lt;br /&gt;
You worshipped Nemelex Xobeh.&lt;br /&gt;
Nemelex Xobeh was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 8 branches of the dungeon, and saw 62 of its levels.&lt;br /&gt;
You visited 2 Labyrinths.&lt;br /&gt;
&lt;br /&gt;
Inventory:&lt;br /&gt;
&lt;br /&gt;
Hand weapons&lt;br /&gt;
 a - the +10,+7 mace &amp;quot;Siwoir&amp;quot;&lt;br /&gt;
   (You found it on level 9 of the Dungeon)   &lt;br /&gt;
   It affects your AC (+4).&lt;br /&gt;
   It affects your strength (+3).&lt;br /&gt;
   It protects you from fire.&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
 K - a +4,+1 war axe of speed&lt;br /&gt;
Armour&lt;br /&gt;
 n - the +3 plate mail of Unyr Yna (worn)&lt;br /&gt;
   (You found it in a Labyrinth)   &lt;br /&gt;
   It affects your evasion (+2).&lt;br /&gt;
 O - the +3 cloak of Satisfaction (worn)&lt;br /&gt;
   (You found it on level 5 of the Lair of Beasts)   &lt;br /&gt;
   It affects your accuracy (+3).&lt;br /&gt;
   It protects you from cold.&lt;br /&gt;
   It increases your resistance to enchantments.&lt;br /&gt;
Magical devices&lt;br /&gt;
 h - a wand of lightning (5)&lt;br /&gt;
 j - a wand of frost (3)&lt;br /&gt;
 o - a wand of digging (11)&lt;br /&gt;
 v - a wand of lightning (1)&lt;br /&gt;
 x - a wand of fireball (2)&lt;br /&gt;
 F - a wand of fire (0)&lt;br /&gt;
 Y - a wand of disintegration (9)&lt;br /&gt;
Comestibles&lt;br /&gt;
 s - 2 meat rations&lt;br /&gt;
Scrolls&lt;br /&gt;
 P - a scroll of magic mapping&lt;br /&gt;
 R - 4 scrolls of remove curse&lt;br /&gt;
 X - 2 scrolls of detect curse&lt;br /&gt;
Jewellery&lt;br /&gt;
 i - an uncursed ring of sustain abilities&lt;br /&gt;
 t - an amulet of conservation (around neck)&lt;br /&gt;
 w - the ring &amp;quot;Beher&amp;quot;&lt;br /&gt;
   (You found it on level 1 of the Swamp)   &lt;br /&gt;
   [ring of regeneration]&lt;br /&gt;
   It greatly protects you from cold.&lt;br /&gt;
 z - the ring of Sufaopso (left hand)&lt;br /&gt;
   (You found it on level 11 of the Dungeon)   &lt;br /&gt;
   [ring of poison resistance]&lt;br /&gt;
   It affects your strength (+2).&lt;br /&gt;
   It prevents most forms of teleportation.&lt;br /&gt;
 C - an uncursed ring of see invisible&lt;br /&gt;
 D - an uncursed ring of levitation&lt;br /&gt;
 E - an uncursed amulet of resist corrosion&lt;br /&gt;
 H - a +2 ring of strength (right hand)&lt;br /&gt;
Potions&lt;br /&gt;
 m - 2 potions of speed&lt;br /&gt;
 p - 5 potions of healing&lt;br /&gt;
 J - 2 potions of heal wounds&lt;br /&gt;
 V - a potion of restore abilities&lt;br /&gt;
Magical staves&lt;br /&gt;
 b - a rod of striking (9/9) (in hand)&lt;br /&gt;
   (You acquired it on level 2 of the Lair of Beasts)&lt;br /&gt;
Miscellaneous&lt;br /&gt;
 l - a plain deck of summonings {god gift}&lt;br /&gt;
 u - a plain deck of destruction {drawn: 5} {god gift}&lt;br /&gt;
 M - an ornate deck of war&lt;br /&gt;
 W - a crystal ball of seeing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 You had 2096 experience left.&lt;br /&gt;
&lt;br /&gt;
   Skills:&lt;br /&gt;
 + Level 14 Fighting&lt;br /&gt;
 + Level 17 Axes&lt;br /&gt;
 + Level 23 Maces &amp;amp; Flails&lt;br /&gt;
 - Level 1 Slings&lt;br /&gt;
 + Level 2 Throwing&lt;br /&gt;
 + Level 14 Armour&lt;br /&gt;
 - Level 13 Shields&lt;br /&gt;
 + Level 5 Traps &amp;amp; Doors&lt;br /&gt;
 + Level 3 Unarmed Combat&lt;br /&gt;
 + Level 1 Spellcasting&lt;br /&gt;
 + Level 24 Evocations&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Crawl Stone Soup RULES. End Of Story.&lt;br /&gt;
: Fact. --[[User:Msallen|Msallen]]&lt;br /&gt;
Also, I still haven&#039;t bought or played L4D2, so the original four (and the normal fast zombies) are the only ones close to my heart. -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: I love the fast zombie in all its incarnation. If there was no Danny Boyle, would zombies still be the monster of the moment? -gm&lt;br /&gt;
:: I just love post-apocalyptica. The Postman is one of my favorite books of all time! -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Also, not fucking with L4D2 as been sort of mentally liberating, as I can at least work out a balanced hunter and everyone else can deal with smoker tongue causing helplessness. (Veracity over balance in homages, and its a piss easy status to drop in this case.) That being said, enough of the swift zombies have been encountered to warrant .. (from my notes)&lt;br /&gt;
&lt;br /&gt;
	Common Infected - Small Base Creature&lt;br /&gt;
Hit Dice&lt;br /&gt;
	1d12 (7 HP)&lt;br /&gt;
&lt;br /&gt;
Initiative&lt;br /&gt;
	+5&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
	30 ft.&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
	13 (T: 11  FF: 13)&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
	Slam: +1/1d4-1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
	(Most) Undead Traits, Flammable (1d4/round)&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
	F: +0  R: +0   W: +3&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
	Improved Initiative, Turning Resistance&lt;br /&gt;
&lt;br /&gt;
CR&lt;br /&gt;
	1/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Infected - Boomer&lt;br /&gt;
&lt;br /&gt;
Hit Dice&lt;br /&gt;
	1d12 (7 HP)&lt;br /&gt;
&lt;br /&gt;
Inititive	+1&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
	15 ft.&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
	13 (T: 11  FF: 13)&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
	Slam: +1/1d4-1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
	Breath Weapon, Bile Explosion, Flammable (1d4/round), Loud (10&#039; radius)&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
	F: +0   R: +0    W: +3&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
	Turning Resistance&lt;br /&gt;
&lt;br /&gt;
CR&lt;br /&gt;
	1/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breath Weapon: May be used once every ten rounds. Cone of Boomer Bile, 40&#039;. DC 15. Failed save covers target in Boomer Bile for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bile Explosion: When a Boomer Infected is killed, it explodes in a goopy, gooey mess. Everyone in a 10&#039; radius around the boomer when he dies is covered in boomer bile. A DC 25 Reflex Save will avoid contact. If a boomer explodes in range of someone already covered in bile, add 5 rounds to the duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boomer Bile: When a player is covered in bile, he or she suffers the following effects : -1 to hit, -2 to AC, -5 Movement. Additionally, common infected will auto-charge anyone covered in boomer bile and attack them exclusively, and passive infected will aggro.  Boomer Bile can be removed by jumping in a body of water, or it will naturally wear off in 5 rounds.&lt;br /&gt;
&lt;br /&gt;
==== &lt;br /&gt;
&lt;br /&gt;
Talk to me when you&#039;ve fought more than one smoker. -gm&lt;br /&gt;
&lt;br /&gt;
====&lt;br /&gt;
&lt;br /&gt;
Just to include my latest YASD:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message History&lt;br /&gt;
&lt;br /&gt;
Your hair stands on end.&lt;br /&gt;
You are engulfed in a cloud of smoke!&lt;br /&gt;
You float gracefully downwards.&lt;br /&gt;
62510 Hol the Fencer (level 14, 70/128 HPs)&lt;br /&gt;
             Began as a Mountain Dwarf Paladin on Mar 5, 2010.&lt;br /&gt;
             Was a High Priest of The Shining One.&lt;br /&gt;
             Took a swim in molten lava&lt;br /&gt;
             ... on Level 4 of the Lair of Beasts on Mar 11, 2010.&lt;br /&gt;
             The game lasted 02:41:49 (29074 turns).&lt;br /&gt;
&lt;br /&gt;
Hol the Fencer (Mountain Dwarf Paladin)                                                                Turns: 29074, Time: 02:41:49&lt;br /&gt;
&lt;br /&gt;
HP  70/128       AC 12     Str 26      Exp: 14/86153 (0), need: 10046&lt;br /&gt;
MP  11/13        EV 10     Int  9      God: The Shining One *****&lt;br /&gt;
Gold 2203        SH  0     Dex 13      Spells:  2 memorised, 12 levels left&lt;br /&gt;
&lt;br /&gt;
Res.Fire  : + . .   See Invis. : +   w - +3,+7 scimitar of the Elven Halls {speed, &lt;br /&gt;
Res.Cold  : . . .   Warding    : .   (no armour)&lt;br /&gt;
Life Prot.: + + +   Conserve   : .   (no shield)&lt;br /&gt;
Res.Poison: +       Res.Corr.  : .   j - +2 spiked helmet&lt;br /&gt;
Res.Elec. : .       Clarity    : .   m - +0 elf cloak&lt;br /&gt;
                                     a - +2 pair of gloves {Dex+3}&lt;br /&gt;
Sust.Abil.: .       Rnd.Telep. : .   G - +2 pair of boots {run}&lt;br /&gt;
Res.Mut.  : .       Ctrl.Telep.: .   A - amulet &amp;quot;Unuirhibu&amp;quot; {Gourm SInv}&lt;br /&gt;
Res.Slow  : .       Levitation : .   W - ring of protection from fire&lt;br /&gt;
Gourmand  : +       Ctrl.Flight: .   x - ring of poison resistance&lt;br /&gt;
&lt;br /&gt;
@: very slightly glowing, quick, somewhat resistant to magic, unstealthy&lt;br /&gt;
A: no striking features&lt;br /&gt;
a: Divine Shield, Cleansing Flame, Summon Divine Warrior, Renounce Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You were on level 4 of the Lair of Beasts.&lt;br /&gt;
You worshipped The Shining One.&lt;br /&gt;
The Shining One was exalted by your worship.&lt;br /&gt;
You were not hungry.&lt;br /&gt;
&lt;br /&gt;
You visited 5 branches of the dungeon, and saw 29 of its levels.&lt;br /&gt;
&lt;br /&gt;
You collected 2582 gold pieces.&lt;br /&gt;
You spent 379 gold pieces at shops.&lt;br /&gt;
&lt;br /&gt;
You fall into the lava!&lt;br /&gt;
The lava burns you!&lt;br /&gt;
Some of the scrolls you are carrying catch fire!&lt;br /&gt;
You try to escape, but your burden drags you down!&lt;br /&gt;
&lt;br /&gt;
 #.....#              ##..%###%&lt;br /&gt;
 #.....#               ###%.#..&lt;br /&gt;
 #.....####################.%.#&lt;br /&gt;
 #####...............#....#&#039;&#039;&#039;#&lt;br /&gt;
     ###############.#(........&lt;br /&gt;
 #  ################.#.......##&lt;br /&gt;
  {#{{S{{{##{{{###{#.#.(.....# &lt;br /&gt;
#  {{{{{###{#######{%#.......# &lt;br /&gt;
#{#{{{{{{{{####{{{{#.#.......# &lt;br /&gt;
####{#{{#{{###{{{{###&#039;.......# &lt;br /&gt;
{##;{#{{{{{###@{{{{{##.......##&lt;br /&gt;
{###{#{{{{{{##{{##{{##........#&lt;br /&gt;
{SSSS{##{{{#{#{{#{#{##........#&lt;br /&gt;
{{{{{{#{{{{{{{#{###########...#&lt;br /&gt;
##################        #.###&lt;br /&gt;
  ########                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#                #.# &lt;br /&gt;
  #......#    #########   #.###&lt;br /&gt;
  #......#    #....)..#  ##...#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User_talk:Slitherrr&amp;diff=4447</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=4447"/>
		<updated>2010-03-08T17:47:27Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &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;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4248</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=4248"/>
		<updated>2010-02-23T20:49:18Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &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]] (slitherrr)&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;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4247</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=4247"/>
		<updated>2010-02-23T20:46:42Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &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;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=User:Detarame&amp;diff=4240</id>
		<title>User:Detarame</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=User:Detarame&amp;diff=4240"/>
		<updated>2010-02-23T16:43:48Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since love and fear can hardly exist together, if we must choose between them, it is far safer to be feared than loved.&lt;br /&gt;
&lt;br /&gt;
Dungeon Master? *gasp* He&#039;s gone!&lt;br /&gt;
-eh? -slitherrr&lt;br /&gt;
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* There is no way I&#039;m listing all my articles. I either wrote it, helped write it, inspired it, or edited it.&lt;/div&gt;</summary>
		<author><name>66.207.91.56</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Swift_Zombies&amp;diff=4237</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=4237"/>
		<updated>2010-02-22T19:32:59Z</updated>

		<summary type="html">&lt;p&gt;66.207.91.56: &lt;/p&gt;
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&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;
: 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>66.207.91.56</name></author>
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