<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ru">
		<id>http://wiki.rpground.ru/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EvilCat</id>
		<title>RPGround Wiki - Вклад участника [ru]</title>
		<link rel="self" type="application/atom+xml" href="http://wiki.rpground.ru/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EvilCat"/>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/%D0%A1%D0%BB%D1%83%D0%B6%D0%B5%D0%B1%D0%BD%D0%B0%D1%8F:%D0%92%D0%BA%D0%BB%D0%B0%D0%B4/EvilCat"/>
		<updated>2026-05-24T14:25:59Z</updated>
		<subtitle>Вклад участника</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%91%D0%BE%D0%B1%D0%B1%D0%B8&amp;diff=12669</id>
		<title>Бобби</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%91%D0%BE%D0%B1%D0%B1%D0%B8&amp;diff=12669"/>
				<updated>2014-11-26T04:53:42Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «* Племя: Костегрызы * Знак: Рагабаш * Род: Люпус  == История == Бобби появился в переулке Лонд…»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Племя: Костегрызы&lt;br /&gt;
* Знак: Рагабаш&lt;br /&gt;
* Род: Люпус&lt;br /&gt;
&lt;br /&gt;
== История ==&lt;br /&gt;
Бобби появился в переулке Лондона у собаки, о которой никто не подозревал, что она потомок волчьей крови. Никто из оборотней не следил за этом местом. Видимо, отцом Бобби тоже был родич, а не оборотень, как бывает очень редко. Второй женщиной в жизни Бобби стала нищенка, которая подобрала крепкого щенка-подростка, как оказалось, не без умысла. Дженни была женщиной-борцом - она билась с другими нищенками на потеху публике, которая была всего на одну социальную ступень выше. На улицах Лондона каждый должен как-то кормить себя. Бобби был нужен для охраны. Женские бои были грязным и показушным делом, а вовсе не боевым искусством, которое могло защитить. Эту роль взял на себя Бобби, защищая ту, с кем провёл вторую часть детства.&lt;br /&gt;
&lt;br /&gt;
Дженни не знала, насколько опасного питомца и охранника взяла себе, хотя от неё не ускользнуло, что щенок, пожалуй, полуволк. Обычный сценарий Первого Превращение привёл бы к трагедии. Однако триггером послужило не событие, а ситуация. Однажды вечером Дженни не вернулась из таверны, оставив Бобби бродить по улицам - такое бывало. Но она не вернулась и на следующий день, и на следующий... Бобби не знал, что центр его мира забрали настоящие &amp;quot;бобби&amp;quot; - полицейские. Он всё больше волновался, понимая, что нужно что-то сделать, но что? Дженни бы знала. Человек бы знал, а не он, глупый пёс... И вдруг, словно по собственной воле (так и было), Бобби действительно стал человеком.&lt;br /&gt;
&lt;br /&gt;
Как ни странно, благодаря такой жизни Бобби многое знал о том, как быть человеком (по крайней мере человеком из трущоб) и мало - как быть волком или даже уличной собакой. Да и не то что бы трущобы не видели голых, мямлящих людей, толком не понимающих, что происходит. Он смог сориентироваться. Он отправился на поиски. Он даже строил догадки о том, что с ним произошло и отчего - конечно же, от любви, решил он. Ещё долго он не догадывался о других оборотнях.&lt;br /&gt;
&lt;br /&gt;
Но Дженни так и не нашлась. К тому времени, как Бобби мог по-настоящему приняться за поиски и задавать вопросы господам, не одетым в рваньё, никто уже не мог ответить. Никому нет дела до низов общества, если, конечно, они не устраивают зрелище. Знакомство &amp;quot;потерянного щенка&amp;quot; с культурой оборотней, возможно, даже спасло его. Общество смогло вернуть ему рассудок и наконец ответить на некоторые вопросы.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Jack&amp;diff=12667</id>
		<title>Jack</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Jack&amp;diff=12667"/>
				<updated>2014-04-04T22:44:01Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Sorcerer 2'''&lt;br /&gt;
:'''N Medium humanoid''' (human)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' Perception +0&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 10 (+2 Dex);&lt;br /&gt;
:'''AC w/Mage Armor or Shield''' 16, touch 12, flat-footed 14 (+2 Dex +4 armor/shield);&lt;br /&gt;
:'''AC w/Mage Armor &amp;amp; Shield''' 20, touch 12, flat-footed 18 (+2 Dex +4 armor/shield);&lt;br /&gt;
:'''hp''' 6+? (2d6 +1 fav. class)&lt;br /&gt;
:'''Fort''' +0 (+0 Sor +0 Con)&lt;br /&gt;
:'''Ref''' +2 (+0 Sor +2 Dex)&lt;br /&gt;
:'''Will''' +3 (+3 Sor +0 Wis)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +1 quarterstaff 1d6&lt;br /&gt;
:'''Ranged''' +3 light crossbow 1d8 (move action to reload; provokes AoO); or +3 ranged touch with ray spell&lt;br /&gt;
:'''Bloodline abilities''' (Arcane): Arcane bond (staff)&lt;br /&gt;
&lt;br /&gt;
'''Sorcerers [[#Spells]] Known''' (CL 2nd; DC 13+level; concentration +5)&lt;br /&gt;
:'''1st''' (4, 3 known): '''Cause Fear''' [necro] (close ray - ranged touch; frightens for 1d4 rnds: target attempts to flee, -2 to rolls; 1 rnd of shaken on save, only penalties; 6+ HD immune), '''Break''' (object is broken: -2 to weapon rolls, only standard critical threat/mult, armor's AC halved; double broken is destroyed; attended receive Fort save), '''Vanish''' (invisibility 1 rnd/lvl, max 5)&lt;br /&gt;
:'''0th''' (at will, 5 known): '''Disrupt Undead''' (close ray 1d6 positive damage; ranged touch), '''Animate Animal''' (animates touched tiny animal that follows commands; allows only single controlled animal), '''Ghost Sound''' (sound illusion; Will disbelieves; 1 rnd/lvl), '''Irksome Weapon''' (see below), '''Pause''' (immediate action, decreases target's init by 4, close range, Will neg)&lt;br /&gt;
* 1 more spell via staff&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
17 pts&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 10, '''Dex''' 14 (+2 Hum), '''Con''' 10, '''Int''' 14, '''Wis''' 10, '''Cha''' 16&lt;br /&gt;
:'''Base Atk''' +0 (+0 Sor); '''CMB''' +0 (+0 BAB, +0 Str); '''CMD''' 12 (10 +0 BAB, +0 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Spell Focus [necromancy] (+1 DC of spells)&lt;br /&gt;
* Bonus human: Magical Aptitude (+2 to Spellcraft &amp;amp; UMD)&lt;br /&gt;
* Bonus Sorc: ''Eschew Materials'' (M components for 1gp or less is not required)&lt;br /&gt;
* 1st trait: Classically Schooled (+1 to Spellcraft)&lt;br /&gt;
* 2nd trait: Ghost Sight (+2 Perception to locate undead, can locate ethereal undead - considered invisible with +20 to DC)&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (2 +2 Int) x2 for Sorcerer&lt;br /&gt;
* Knowledge (arcana) +7 (2 rank +3 class +2 Int)&lt;br /&gt;
* Use Magic Device +9 (1 rank +3 class +3 Cha +2 feat)&lt;br /&gt;
* Spellcraft +10 (2 rank +3 class +2 Int +1 trait +2 feat)&lt;br /&gt;
* Knowledge (religion) +7 (2 rank +3 bloodline +2 Int)&lt;br /&gt;
* Bluff +7 (+1 rank +3 class +3 Cha)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Draconic, Undercommon&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
* Bonded arcane staff with spell runes (Mage Armor as in spellbook)&lt;br /&gt;
* Spellbook with typical Wizard spells&lt;br /&gt;
* 5 scrolls of Mage Armor: +4 armor bonus to AC for 1 hr&lt;br /&gt;
* 2 scrolls of Shield: +4 shield bonus AC for 1 min&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
=== Irksome Weapon ===&lt;br /&gt;
:School evocation [force]; Level sorcerer/wizard 0&lt;br /&gt;
&lt;br /&gt;
:Casting Time 1 standard action&lt;br /&gt;
:Components V, S&lt;br /&gt;
&lt;br /&gt;
:Range close (25 ft. +5 ft./2 levels)&lt;br /&gt;
:Effect a magical weapon of force&lt;br /&gt;
:Duration 1 round&lt;br /&gt;
:Saving Throw none; Spell Resistance yes&lt;br /&gt;
	&lt;br /&gt;
A melee weapon of pure force springs into existence and attacks a designated opponent when he provokes attacks of opportunity, but no more than once per round, dealing 1d8 points of damage per hit with a critical threat range of 19–20/×2. It also grants any creature attacking this opponent a flanking bonus, though the weapon does not gain this benefit. The weapon is visible and takes the shape of any appropriately-sized simple or martial weapon you desire. It uses your caster level plus your relevant caster ability modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can strike incorporeal creatures. The weapon follows the foe you choose as long as he remains within range. Occupying the same area as the foe, it makes attacks of opportunity whenever that particular foe provokes him, but otherwise it takes no actions. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell’s range, the spell ends. Once you’ve designated a foe, you cannot choose a new opponent to target with this spell.&lt;br /&gt;
&lt;br /&gt;
The irksome weapon cannot be attacked or damaged. If an attacked creature has spell resistance, check for resistance the first time the irksome weapon strikes it. Successfully resisting the weapon dispels the spell.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Jack&amp;diff=12666</id>
		<title>Jack</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Jack&amp;diff=12666"/>
				<updated>2014-04-04T21:40:37Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Sorcerer 2'''&lt;br /&gt;
:'''N Medium humanoid''' (human)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +0&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 10 (+2 Dex);&lt;br /&gt;
:'''AC w/Mage Armor or Shield''' 16, touch 12, flat-footed 14 (+2 Dex +4 armor/shield);&lt;br /&gt;
:'''AC w/Mage Armor &amp;amp; Shield''' 20, touch 12, flat-footed 18 (+2 Dex +4 armor/shield);&lt;br /&gt;
:'''hp''' 6+? (2d6 +1 fav. class)&lt;br /&gt;
:'''Fort''' +0 (+0 Sor +0 Con)&lt;br /&gt;
:'''Ref''' +2 (+0 Sor +2 Dex)&lt;br /&gt;
:'''Will''' +3 (+3 Sor +0 Wis)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +1 quarterstaff 1d6&lt;br /&gt;
:'''Ranged''' +3 light crossbow 1d8 (move action to reload; provokes AoO); or +3 ranged touch with ray spell&lt;br /&gt;
:'''Bloodline abilities''' (Arcane): Arcane bond (staff)&lt;br /&gt;
&lt;br /&gt;
'''Sorcerers [[#Spells]] Known''' (CL 2nd; DC 13+level; concentration +5)&lt;br /&gt;
:'''1st''' (4, 3 known): '''Cause Fear''' [necro] (close ray - ranged touch; frightens for 1d4 rnds: target attempts to flee, -2 to rolls; 1 rnd of shaken on save, only penalties; 6+ HD immune), '''Break''' (object is broken: -2 to weapon rolls, only standard critical threat/mult, armor's AC halved; double broken is destroyed; attended receive Fort save), '''Vanish''' (invisibility 1 rnd/lvl, max 5)&lt;br /&gt;
:'''0th''' (at will, 5 known): '''Disrupt Undead''' (close ray 1d6 positive damage; ranged touch), '''Animate Animal''' (animates touched tiny animal that follows commands; allows only single controlled animal), '''Ghost Sound''' (sound illusion; Will disbelieves; 1 rnd/lvl), '''Irksome Weapon''' (see below), '''Pause''' (immediate action, decreases target's init by 4, close range, Will neg)&lt;br /&gt;
* 1 more spell via staff&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
17 pts&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 10, '''Dex''' 14 (+2 Hum), '''Con''' 10, '''Int''' 14, '''Wis''' 10, '''Cha''' 16&lt;br /&gt;
:'''Base Atk''' +0 (+0 Sor); '''CMB''' +0 (+0 BAB, +0 Str); '''CMD''' 12 (10 +0 BAB, +0 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Spell Focus [necromancy] (+1 DC of spells)&lt;br /&gt;
* Bonus human: Magical Aptitude (+2 to Spellcraft &amp;amp; UMD)&lt;br /&gt;
* Bonus Sorc: ''Eschew Materials'' (M components for 1gp or less is not required)&lt;br /&gt;
* 1st trait: Classically Schooled (+1 to Spellcraft)&lt;br /&gt;
* 2nd trait: Ghost Sight (+2 Perception to locate undead, can locate ethereal undead - considered invisible with +20 to DC)&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (2 +2 Int) x2 for Sorcerer&lt;br /&gt;
* Knowledge (arcana) +7 (2 rank +3 class +2 Int)&lt;br /&gt;
* Use Magic Device +9 (1 rank +3 class +3 Cha +2 feat)&lt;br /&gt;
* Spellcraft +10 (2 rank +3 class +2 Int +1 trait +2 feat)&lt;br /&gt;
* Knowledge (religion) +7 (2 rank +3 bloodline +2 Int)&lt;br /&gt;
* Bluff +7 (+1 rank +3 class +3 Cha)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Draconic, Undercommon&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
* Bonded arcane staff with spell runes (Mage Armor as in spellbook)&lt;br /&gt;
* Spellbook with typical Wizard spells&lt;br /&gt;
* 5 scrolls of Mage Armor: +4 armor bonus to AC for 1 hr&lt;br /&gt;
* 2 scrolls of Shield: +4 shield bonus AC for 1 min&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
=== Irksome Weapon ===&lt;br /&gt;
:School evocation [force]; Level sorcerer/wizard 0&lt;br /&gt;
&lt;br /&gt;
:Casting Time 1 standard action&lt;br /&gt;
:Components V, S&lt;br /&gt;
&lt;br /&gt;
:Range close (25 ft. +5 ft./2 levels)&lt;br /&gt;
:Effect a magical weapon of force&lt;br /&gt;
:Duration 1 round&lt;br /&gt;
:Saving Throw none; Spell Resistance yes&lt;br /&gt;
	&lt;br /&gt;
A melee weapon of pure force springs into existence and attacks a designated opponent when he provokes attacks of opportunity, but no more than once per round, dealing 1d8 points of damage per hit with a critical threat range of 19–20/×2. It also grants any creature attacking this opponent a flanking bonus, though the weapon does not gain this benefit. The weapon is visible and takes the shape of any appropriately-sized simple or martial weapon you desire. It uses your caster level plus your relevant caster ability modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can strike incorporeal creatures. The weapon follows the foe you choose as long as he remains within range. Occupying the same area as the foe, it makes attacks of opportunity whenever that particular foe provokes him, but otherwise it takes no actions. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell’s range, the spell ends. Once you’ve designated a foe, you cannot choose a new opponent to target with this spell.&lt;br /&gt;
&lt;br /&gt;
The irksome weapon cannot be attacked or damaged. If an attacked creature has spell resistance, check for resistance the first time the irksome weapon strikes it. Successfully resisting the weapon dispels the spell.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Jack&amp;diff=12665</id>
		<title>Jack</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Jack&amp;diff=12665"/>
				<updated>2014-03-22T11:33:31Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «== Base info ==  :'''Human Sorcerer 1''' :'''N Medium humanoid''' (human) :'''Init''' +2 (+2 Dex) :'''Senses''' low-light vision (half-elf); Perception +0  === De…»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Sorcerer 1'''&lt;br /&gt;
:'''N Medium humanoid''' (human)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +0&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 10 (+2 Dex);&lt;br /&gt;
:'''AC w/Mage Armor or Shield''' 16, touch 12, flat-footed 14 (+2 Dex +4 armor/shield);&lt;br /&gt;
:'''AC w/Mage Armor &amp;amp; Shield''' 20, touch 12, flat-footed 18 (+2 Dex +4 armor/shield);&lt;br /&gt;
:'''hp''' 6 (d6)&lt;br /&gt;
:'''Fort''' +0 (+0 Sor +0 Con)&lt;br /&gt;
:'''Ref''' +2 (+0 Sor +2 Dex)&lt;br /&gt;
:'''Will''' +2 (+2 Sor +0 Wis)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +0 quarterstaff 1d6&lt;br /&gt;
:'''Ranged''' +2 light crossbow 1d8 (move action to reload; provokes AoO)&lt;br /&gt;
:'''Bloodline abilities''' (Arcane): Arcane bond (staff)&lt;br /&gt;
&lt;br /&gt;
'''Sorcerers [[#Spells]] Known''' (CL 1st; DC 13+level; concentration +4)&lt;br /&gt;
:'''1st''' (3, 3 known): '''Cause Fear''' [necro] (close ray - ranged touch; frightens for 1d4 rnds: target attempts to flee, -2 to rolls; 1 rnd of shaken on save, only penalties; 6+ HD immune), '''Break''' (object is broken: -2 to weapon rolls, only standard critical threat/mult, armor's AC halved; double broken is destroyed; attended receive Fort save), '''Vanish''' (invisibility 1 rnd/lvl, max 5)&lt;br /&gt;
:'''0th''' (at will, 4 known): '''Disrupt Undead''' (close ray 1d6 positive damage; ranged touch), '''Animate Animal''' (animates touched tiny animal that follows commands; allows only single controlled animal), '''Ghost Sound''' (sound illusion; Will disbelieves; 1 rnd/lvl).&lt;br /&gt;
* Additional spell via staff&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
17 pts&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 10, '''Dex''' 14 (+2 Hum), '''Con''' 10, '''Int''' 14, '''Wis''' 10, '''Cha''' 16&lt;br /&gt;
:'''Base Atk''' +0 (+0 Sor); '''CMB''' +0 (+0 BAB, +0 Str); '''CMD''' 12 (10 +0 BAB, +0 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Spell Focus [necromancy] (+1 DC of spells)&lt;br /&gt;
* Bonus human: Magical Aptitude (+2 to Spellcraft &amp;amp; UMD)&lt;br /&gt;
* Bonus Sorc: ''Eschew Materials'' (M components for 1gp or less is not required)&lt;br /&gt;
* 1st trait: Classically Schooled (+1 to Spellcraft)&lt;br /&gt;
* 2nd trait: Ghost Sight (+2 Perception to locate undead, can locate ethereal undead - considered invisible with +20 to DC)&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (2 +2 Int +1 fav. class) x1 for Sorcerer&lt;br /&gt;
* Knowledge (arcana) +6 (1 rank +3 class +2 Int)&lt;br /&gt;
* Use Magic Device +9 (1 rank +3 class +3 Cha +2 feat)&lt;br /&gt;
* Spellcraft +9 (1 rank +3 class +2 Int +1 trait +2 feat)&lt;br /&gt;
* Knowledge (religion) +6 (+1 rank +3 bloodline +2 Int)&lt;br /&gt;
* Bluff +7 (+1 rank +3 class +3 Cha)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Draconic, Undercommon&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
* Bonded arcane staff with spell runes (Mage Armor as in spellbook)&lt;br /&gt;
* Spellbook with typical Wizard spells&lt;br /&gt;
* 6 scrolls of Mage Armor: +4 armor bonus to AC for 1 hr&lt;br /&gt;
* 2 scrolls of Shield: +4 shield bonus AC for 1 min&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12664</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12664"/>
				<updated>2014-02-08T12:47:32Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/7/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' Low-light vision, Scent; Perception&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 18, touch 13, flat-footed 15 (10 base +5 armor, +2 Dex +1 Dodge); [[#Uncanny Dodge]], 18/13/17 vs. traps&lt;br /&gt;
:'''hp''' 96 (8+2 + 11d8+2*11)&lt;br /&gt;
:'''Fort''' +7 (+2 Con, +2 Rogue, +3 GPsn); +12 total vs. poisons&lt;br /&gt;
:'''Ref''' +9 (+2 Dex, +5 Rogue, +2 GPsn); [[#Evasion]], +11 total vs. traps&lt;br /&gt;
:'''Will''' +5 (+1 Wis, +2 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +11/+6 ret. dagger 1d4+3, +10/+5 [[#Spirit Caller]] 1d4+3&lt;br /&gt;
:'''Ranged''' +10/+5 ret. dagger 1d4+3&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 5d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 18 (+3) = 11 +6 (belt) +1 (12th level)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +8/+3 (+5 Rogue +3 GPsn); '''CMB''' +11 (+8 BAB, +3 Str); '''CMD''' 23 (10 +8 BAB, +3 Str, +2 Dex)&lt;br /&gt;
:'''Melee''' +11/+6; '''ranged''' +10/+5&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* Wererat bonus: Weapon Finesse&lt;br /&gt;
* 3rd: Dodge&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: Filth Eater&lt;br /&gt;
* 9th: Plague Bearer&lt;br /&gt;
* 11th: Rat Form&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x7 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics 18 (17 w/ACP) = 13 ranks +3 class skill +2 Dex &lt;br /&gt;
* Craft (alchemy) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Craft (traps) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Escape Artist 18 (17 w/ACP) = 13 ranks +3 class skill +2 Dex&lt;br /&gt;
* Heal 15 = 11 ranks +3 class skill +1 Wis&lt;br /&gt;
* Perception 17 = 13 ranks +3 class skill +1 Wis&lt;br /&gt;
* Sleight of Hand 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Stealth 18 (17 w/ACP) = 13 ranks +3 class skill +2 Dex&lt;br /&gt;
* Knowledge (local) 11 = 5 ranks + 3 class skill +3 Int&lt;br /&gt;
* Bluff 9 = 7 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Diplomacy 7 = 5 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Disguise 10 = 8 ranks + 3 class skill -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Undercommon, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
(82 000 gp spent)&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear''':&lt;br /&gt;
* Alchemical lab (portable): +1 circ. on Craft (alchemy)&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease (Ex):&lt;br /&gt;
*: Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.&lt;br /&gt;
:'''Melee''' +14/+9 ret. dagger 1d4+5, +13/+8 [[#Spirit Caller]] 1d4+5&lt;br /&gt;
:'''Ranged''' +13/+8 ret. dagger 1d4+5&lt;br /&gt;
* +14/+9 Bite 1d4+5 + disease + curse&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''Fort''' +10; +14 total vs. poisons&lt;br /&gt;
:'''hp''' 120&lt;br /&gt;
&lt;br /&gt;
== Animal Form (Dire Rat) ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* Speed 40 ft., climb 20 ft., swim 20 ft.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease: Filth Fever&lt;br /&gt;
* +15/+10 Bite 1d4+4 + disease + curse&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''hp''' 120&lt;br /&gt;
:'''AC''' 14, touch 14, flat-footed 11 (10 base, +2 Dex, +1 size +1 dodge); [[#Uncanny Dodge]]&lt;br /&gt;
* '''CMB''' +12 (+8 BAB, +5 Str -1 small); '''CMD''' 24 (10 +8 BAB, +5 Str, +2 Dex -1 small +1 dodge)&lt;br /&gt;
* No Armor Check Penalty&lt;br /&gt;
* Stealth 22 = 13 ranks +3 class skill +2 Dex +4 small&lt;br /&gt;
&lt;br /&gt;
== Rat Form ==&lt;br /&gt;
* -4 Str, +4 Dex&lt;br /&gt;
* Speed 15 feet, climb 15 ft., swim 15 ft.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease: Filth Fever&lt;br /&gt;
* +9/+4 Bite 1d4+2 + disease + curse&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''hp''' 96&lt;br /&gt;
:'''AC''' 17, touch 17, flat-footed 12 (10 base, +4 Dex, +2 size +1 dodge); [[#Uncanny Dodge]]&lt;br /&gt;
* '''CMB''' +9 (+6 BAB, +5 Str -2 tiny); '''CMD''' 19 (10 +6 BAB, +2 Str, +2 Dex -2 tiny +1 dodge)&lt;br /&gt;
* No Armor Check Penalty&lt;br /&gt;
* Stealth 28 = 13 ranks +3 class skill +4 Dex +8 tiny)&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape ====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* Sneak Attack 4d6&lt;br /&gt;
* 3 rogue talents: [[#Disease Use]], [[#Positioning Attack]], Assault Leader: Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
==== Disease Use ====&lt;br /&gt;
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.&lt;br /&gt;
&lt;br /&gt;
==== Positioning Attack ====&lt;br /&gt;
&lt;br /&gt;
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks: [[#Smoke Bomb]]&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Bomb ====&lt;br /&gt;
Toxic trick; As the ninja trick, but no ki points are required.&lt;br /&gt;
&lt;br /&gt;
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.&lt;br /&gt;
&lt;br /&gt;
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.&lt;br /&gt;
&lt;br /&gt;
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
=== Combat Expertise ===&lt;br /&gt;
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Gang Up ===&lt;br /&gt;
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Finesse ===&lt;br /&gt;
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.&lt;br /&gt;
&lt;br /&gt;
=== Master Alchemist ===&lt;br /&gt;
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
=== Craft===&lt;br /&gt;
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.&lt;br /&gt;
&lt;br /&gt;
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Table: Craft Skills&lt;br /&gt;
|-&lt;br /&gt;
! Item 	!! Craft Skill  !! Craft DC&lt;br /&gt;
|-&lt;br /&gt;
| Acid 	|| Alchemy 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist's fire, smokestick, or tindertwig 	|| Alchemy || 20&lt;br /&gt;
|-&lt;br /&gt;
| Antitoxin, sunrod, tanglefoot bag, or thunderstone 	|| Alchemy 	|| 25&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical trap 	|| Traps 	|| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Very simple item (wooden spoon) 	||Varies 	||5&lt;br /&gt;
|-&lt;br /&gt;
| Typical item (iron pot) 	|| Varies 	|| 10&lt;br /&gt;
|-&lt;br /&gt;
| High-quality item (bell) 	|| Varies 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Complex or superior item (lock) 	|| Varies 	||20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Traps have their own rules for construction.&lt;br /&gt;
Check&lt;br /&gt;
&lt;br /&gt;
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)&lt;br /&gt;
&lt;br /&gt;
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.&lt;br /&gt;
&lt;br /&gt;
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.&lt;br /&gt;
&lt;br /&gt;
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.&lt;br /&gt;
&lt;br /&gt;
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.&lt;br /&gt;
&lt;br /&gt;
To determine how much time and money it takes to make an item, follow these steps.&lt;br /&gt;
&lt;br /&gt;
# Find the item's price in silver pieces (1 gp = 10 sp).&lt;br /&gt;
# Find the item's DC from Table: Craft Skills.&lt;br /&gt;
# Pay 1/3 of the item's price for the raw material cost.&lt;br /&gt;
# Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.&lt;br /&gt;
&lt;br /&gt;
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.&lt;br /&gt;
&lt;br /&gt;
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Silex&amp;diff=12663</id>
		<title>Silex</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Silex&amp;diff=12663"/>
				<updated>2014-01-25T07:39:29Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rolls: 9, 12, 10, 11, 11, 13&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Cleric ([http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/kobold-press/ascetic Ascetic])''' 1&lt;br /&gt;
:'''N Medium humanoid''' (Human)&lt;br /&gt;
:'''Init''' +0 (+0 Dex)&lt;br /&gt;
:'''Senses''': Perception +6&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +2 Wis ascetic)&lt;br /&gt;
: with Shield of Faith: 14, touch 14, FF 14&lt;br /&gt;
:'''hp''' 13 (8+1+3+1)&lt;br /&gt;
:'''Fort''' +5 (+1 Con, +2 Clr +2 feat)&lt;br /&gt;
:'''Ref''' +0 (+0 Dex +0 Clr)&lt;br /&gt;
:'''Will''' +6 (+2 Wis +2 Clr +2 feat)&lt;br /&gt;
: +1 vs. spells, Sp and Su from evil arcane spellcasters, charms, compulsions&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft&lt;br /&gt;
:'''Melee''' club +1 (1d6+1)&lt;br /&gt;
:'''Ranged''' sling +0 (1d4+1, 50 ft. inc); w/magic stone +1 (1d6+2)&lt;br /&gt;
:'''Domain Spell-Like Abilities''':&lt;br /&gt;
: 5/day — acid dart 1d6 touch (from Earth domain).&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells Prepared''' (CL 1th; concentration +3)&lt;br /&gt;
:'''1st''' (2+D): Entropic Shield, Shield of Faith, Magic Stone D (alternate: Comprehend languages)&lt;br /&gt;
:'''0th''' (3, at will): Guidance, Resistance, Create Water&lt;br /&gt;
:''D'': Domain spell; Earth domain &amp;amp; [http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/knowledge-domain/memory Memory domain]&lt;br /&gt;
: Spontaneous (ascetic): 1st - endure elements.&lt;br /&gt;
: 5/day - recall (ally rerolls knowledge +2 Wis insight bonus)&lt;br /&gt;
: Divine focus: A vial with native earth.&lt;br /&gt;
* '''Channel Energy''' 1d6 3/day&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 12 (+1 from Mind is Body), '''Dex''' 10 (+1 from Mind is Body), '''Con''' 12, '''Int''' 10, '''Wis''' 15, '''Cha''' 11&lt;br /&gt;
:'''Base Atk''' +0; '''CMB''' +1 (+0 BAB, +1 Str); '''CMD''' 13 (10 +0 BAB, +1 Str, +0 Dex, +2 Wis ascetic)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Iron Will - +2 to Will save&lt;br /&gt;
* 1st human: Great Fortitude - +2 to Fort save&lt;br /&gt;
* Ascetic bonus: Toughness - +3 hp.&lt;br /&gt;
* trait #1 (campaign): Warded Against Witchery - +1 trait bonus to saves vs. spells, spell-like and supernatural abilities from evil arcane spellcasters; +1 trait bonus to Spellcraft to identify spells from such spellcasters.&lt;br /&gt;
* Trait #2 (religious): Centered - +1 trait bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +1.&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (6 +1 Int)&lt;br /&gt;
* Climb +5 (+1 Str +1 rank +3 default)&lt;br /&gt;
* Knowledge (dungeons) +4 (+0 Int +1 rank +3 default)&lt;br /&gt;
* Perception +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Sense Motive +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Survival +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Swim +5 (+1 Str +1 rank +3 default)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
:Weapon proficiency: An ascetic is proficient with the '''club''', dagger, handaxe, javelin, quarterstaff, shortspear, short sword, '''sling''', spear, and temple sword. An ascetic is not proficient with any type of armor or shields.&lt;br /&gt;
&lt;br /&gt;
'''Other Gear''':&lt;br /&gt;
* A book on geology with 350 pages (&amp;quot;holy parchment&amp;quot;) ~ 80 gp&lt;br /&gt;
* Traveller's outfit&lt;br /&gt;
* Backpack with supplies&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
==== Channel Energy ====&lt;br /&gt;
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.&lt;br /&gt;
&lt;br /&gt;
A cleric must be able to present her holy symbol to use this ability.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
==== Create Water ====&lt;br /&gt;
'''Range''' close (25 ft. + 5 ft./2 levels); '''Effect''' up to 2 gallons of water/level; '''Duration''' instantaneous&lt;br /&gt;
&lt;br /&gt;
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.&lt;br /&gt;
&lt;br /&gt;
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
'''Target''' creature touched; '''Duration''' 1 minute or until discharged&lt;br /&gt;
&lt;br /&gt;
+1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. &lt;br /&gt;
&lt;br /&gt;
==== Resistance ====&lt;br /&gt;
'''Target''' creature touched; '''Duration''' 1 minute; '''DF'''&lt;br /&gt;
&lt;br /&gt;
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.&lt;br /&gt;
&lt;br /&gt;
==== Entropic Shield ====&lt;br /&gt;
'''Range''' personal; '''Duration''' 1 min./level (D)&lt;br /&gt;
&lt;br /&gt;
Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Shield of Faith ====&lt;br /&gt;
'''Target''' creature touched; '''Duration''' 1 min./level; '''M''': parchment of holy text&lt;br /&gt;
&lt;br /&gt;
The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).&lt;br /&gt;
&lt;br /&gt;
==== Magic Stone ====&lt;br /&gt;
'''Targets''' up to three pebbles touched; '''Duration''' 30 minutes or until discharged; '''DF'''&lt;br /&gt;
&lt;br /&gt;
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.&lt;br /&gt;
&lt;br /&gt;
==== Comprehend Languages ====&lt;br /&gt;
'''Range''' personal; '''Duration''' 10 min./level; '''DF'''&lt;br /&gt;
&lt;br /&gt;
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.&lt;br /&gt;
&lt;br /&gt;
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.&lt;br /&gt;
&lt;br /&gt;
==== Endure Elements ====&lt;br /&gt;
'''Target''' creature touched; '''Duration''' 24 hours&lt;br /&gt;
&lt;br /&gt;
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.&lt;br /&gt;
&lt;br /&gt;
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Silex&amp;diff=12662</id>
		<title>Silex</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Silex&amp;diff=12662"/>
				<updated>2014-01-24T17:26:08Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rolls: 9, 12, 10, 11, 11, 13&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Cleric ([http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/kobold-press/ascetic Ascetic])''' 1&lt;br /&gt;
:'''N Medium humanoid''' (Human)&lt;br /&gt;
:'''Init''' +0 (+0 Dex)&lt;br /&gt;
:'''Senses''': Perception +6&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +2 Wis ascetic)&lt;br /&gt;
:'''hp''' 13 (8+1+3+1)&lt;br /&gt;
:'''Fort''' +5 (+1 Con, +2 Clr +2 feat)&lt;br /&gt;
:'''Ref''' +0 (+0 Dex +0 Clr)&lt;br /&gt;
:'''Will''' +6 (+2 Wis +2 Clr +2 feat)&lt;br /&gt;
: +1 vs. spells, Sp and Su from evil arcane spellcasters, charms, compulsions&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft&lt;br /&gt;
:'''Melee''' club +1 (1d6+1)&lt;br /&gt;
:'''Ranged''' sling +0 (1d4+1, 50 ft. inc); w/magic stone +1 (1d6+2)&lt;br /&gt;
:'''Domain Spell-Like Abilities''':&lt;br /&gt;
: 5/day — acid dart 1d6 (from Earth domain).&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells Prepared''' (CL 1th; concentration +3)&lt;br /&gt;
:'''1st''': Entropic Shield, Shield of Faith, Magic Stone D (alternate: Comprehend languages)&lt;br /&gt;
:'''0th''' (at will): Guidance, Resistance, Create Water&lt;br /&gt;
:''D'': Domain spell; Earth domain &amp;amp; [http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/knowledge-domain/memory Memory domain]&lt;br /&gt;
: Spontaneous (ascetic): 1st - endure elements.&lt;br /&gt;
: 5/day - recall (ally rerolls knowledge +2 Wis insight bonus)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 12 (+1 from Mind is Body), '''Dex''' 10 (+1 from Mind is Body), '''Con''' 12, '''Int''' 10, '''Wis''' 15, '''Cha''' 11&lt;br /&gt;
:'''Base Atk''' +0; '''CMB''' +1 (+0 BAB, +1 Str); '''CMD''' 13 (10 +0 BAB, +1 Str, +0 Dex, +2 Wis ascetic)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Iron Will - +2 to Will save&lt;br /&gt;
* 1st human: Great Fortitude - +2 to Fort save&lt;br /&gt;
* Ascetic bonus: Toughness - +3 hp.&lt;br /&gt;
* trait #1 (campaign): Warded Against Witchery - +1 trait bonus to saves vs. spells, spell-like and supernatural abilities from evil arcane spellcasters; +1 trait bonus to Spellcraft to identify spells from such spellcasters.&lt;br /&gt;
* Trait #2 (religious): Centered - +1 trait bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +1.&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (6 +1 Int)&lt;br /&gt;
* Climb +5 (+1 Str +1 rank +3 default)&lt;br /&gt;
* Knowledge (dungeons) +4 (+0 Int +1 rank +3 default)&lt;br /&gt;
* Perception +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Sense Motive +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Survival +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Swim +5 (+1 Str +1 rank +3 default)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
:Weapon proficiency: An ascetic is proficient with the club, dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, spear, and temple sword. An ascetic is not proficient with any type of armor or shields.&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Silex&amp;diff=12661</id>
		<title>Silex</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Silex&amp;diff=12661"/>
				<updated>2014-01-24T17:22:13Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «Rolls: 9, 12, 10, 11, 11, 13  == Base info ==  :'''Human Cleric ([http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/kobold-press/ascetic Ascetic])'''…»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rolls: 9, 12, 10, 11, 11, 13&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Cleric ([http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/kobold-press/ascetic Ascetic])''' 1&lt;br /&gt;
:'''N Medium humanoid''' (Human)&lt;br /&gt;
:'''Init''' +0 (+0 Dex)&lt;br /&gt;
:'''Senses''': Perception +6&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +2 Wis ascetic)&lt;br /&gt;
:'''hp''' 13 (8+1+3+1)&lt;br /&gt;
:'''Fort''' +5 (+1 Con, +2 Clr +2 feat)&lt;br /&gt;
:'''Ref''' +0 (+0 Dex +0 Clr)&lt;br /&gt;
:'''Will''' +6 (+2 Wis +2 Clr +2 feat)&lt;br /&gt;
: +1 vs. spells, Sp and Su from evil arcane spellcasters, charms, compulsions&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft&lt;br /&gt;
:'''Melee''' club +1 (1d6+1)&lt;br /&gt;
:'''Ranged''' sling +0 (1d4+1, 50 ft. inc); w/magic stone +1 (1d6+2)&lt;br /&gt;
:'''Domain Spell-Like Abilities''':&lt;br /&gt;
: 5/day — acid dart 1d6 (from Earth domain).&lt;br /&gt;
&lt;br /&gt;
'''Cleric Spells Prepared''' (CL 1th; concentration +3)&lt;br /&gt;
:'''1st''': Entropic Shield, Shield of Faith, Magic Stone D&lt;br /&gt;
:'''0th''' (at will): Guidance, Resistance, Create Water&lt;br /&gt;
:''D'': Domain spell; Earth domain &amp;amp; [http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/knowledge-domain/memory Memory domain]&lt;br /&gt;
: Spontaneous (ascetic): 1st - endure elements.&lt;br /&gt;
: 5/day - recall (ally rerolls knowledge +2 Wis insight bonus)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 12 (+1 from Mind is Body), '''Dex''' 10 (+1 from Mind is Body), '''Con''' 12, '''Int''' 10, '''Wis''' 15, '''Cha''' 11&lt;br /&gt;
:'''Base Atk''' +0; '''CMB''' +1 (+0 BAB, +1 Str); '''CMD''' 13 (10 +0 BAB, +1 Str, +0 Dex, +2 Wis ascetic)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Iron Will - +2 to Will save&lt;br /&gt;
* 1st human: Great Fortitude - +2 to Fort save&lt;br /&gt;
* Ascetic bonus: Toughness - +3 hp.&lt;br /&gt;
* trait #1 (campaign): Warded Against Witchery - +1 trait bonus to saves vs. spells, spell-like and supernatural abilities from evil arcane spellcasters; +1 trait bonus to Spellcraft to identify spells from such spellcasters.&lt;br /&gt;
* Trait #2 (religious): Centered - +1 trait bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +1.&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (6 +1 Int)&lt;br /&gt;
* Climb +5 (+1 Str +1 rank +3 default)&lt;br /&gt;
* Knowledge (dungeons) +4 (+0 Int +1 rank +3 default)&lt;br /&gt;
* Perception +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Sense Motive +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Survival +6 (+2 Wis +1 rank +3 default)&lt;br /&gt;
* Swim +5 (+1 Str +1 rank +3 default)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
:Weapon proficiency: An ascetic is proficient with the club, dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, spear, and temple sword. An ascetic is not proficient with any type of armor or shields.&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12660</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12660"/>
				<updated>2013-12-14T11:44:52Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' Low-light vision, Scent; Perception&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); [[#Uncanny Dodge]]&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +4 Rogue, +2 GPsn); [[#Evasion]]&lt;br /&gt;
:'''Will''' +4 (+1 Wis, +1 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +11/+6 ret. dagger 1d4+3, +10/+5 [[#Spirit Caller]] 1d4+3&lt;br /&gt;
:'''Ranged''' +10/+5 ret. dagger 1d4+3&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 17 (+3) = 11 +6 (belt)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +9 (+6 BAB, +3 Str); '''CMD''' 21 (10 +6 BAB, +3 Str, +2 Dex)&lt;br /&gt;
:'''Melee''' +9/+4; '''ranged''' +8/+3&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* 3rd: Weapon Finesse&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex &lt;br /&gt;
* Craft (alchemy) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Craft (traps) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Escape Artist 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Heal 14 = 10 ranks +3 class skill +1 Wis&lt;br /&gt;
* Perception 14 = 10 ranks +3 class skill +1 Wis&lt;br /&gt;
* Sleight of Hand 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Stealth 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Knowledge (local) 11 = 5 ranks + 3 class skill +3 Int&lt;br /&gt;
* Bluff 9 = 7 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Diplomacy 7 = 5 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Disguise 10 = 8 ranks + 3 class skill -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Undercommon, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
(82 000 gp spent)&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear''':&lt;br /&gt;
* Alchemical lab (portable): +1 circ. on Craft (alchemy)&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease (Ex):&lt;br /&gt;
*: Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.&lt;br /&gt;
:'''Melee''' +12/+7 ret. dagger 1d4+4, +11/+6 [[#Spirit Caller]] 1d4+4&lt;br /&gt;
:'''Ranged''' +11/+6 ret. dagger 1d4+4&lt;br /&gt;
* +12/+7 Bite 1d4+4 + disease + curse&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* Speed 40 ft., climb 20 ft., swim 20 ft.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease: Filth Fever&lt;br /&gt;
* +13/+8 Bite 1d4+4 + disease + curse&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
:'''AC''' 13, touch 13, flat-footed 11 (10 base, +2 Dex, +1 size); [[#Uncanny Dodge]]&lt;br /&gt;
* '''CMB''' +9 (+6 BAB, +4 Str -1 small); '''CMD''' 21 (10 +6 BAB, +4 Str, +2 Dex -1 small)&lt;br /&gt;
* No Armor Check Penalty&lt;br /&gt;
* Stealth 19 = 10 ranks +3 class skill +2 Dex +4 small&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape ====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents: [[#Disease Use]], [[#Positioning Attack]]&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
==== Disease Use ====&lt;br /&gt;
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.&lt;br /&gt;
&lt;br /&gt;
==== Positioning Attack ====&lt;br /&gt;
&lt;br /&gt;
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks: [[#Smoke Bomb]]&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Bomb ====&lt;br /&gt;
Toxic trick; As the ninja trick, but no ki points are required.&lt;br /&gt;
&lt;br /&gt;
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.&lt;br /&gt;
&lt;br /&gt;
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.&lt;br /&gt;
&lt;br /&gt;
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
=== Combat Expertise ===&lt;br /&gt;
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Gang Up ===&lt;br /&gt;
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Finesse ===&lt;br /&gt;
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.&lt;br /&gt;
&lt;br /&gt;
=== Master Alchemist ===&lt;br /&gt;
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
=== Craft===&lt;br /&gt;
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.&lt;br /&gt;
&lt;br /&gt;
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Table: Craft Skills&lt;br /&gt;
|-&lt;br /&gt;
! Item 	!! Craft Skill  !! Craft DC&lt;br /&gt;
|-&lt;br /&gt;
| Acid 	|| Alchemy 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist's fire, smokestick, or tindertwig 	|| Alchemy || 20&lt;br /&gt;
|-&lt;br /&gt;
| Antitoxin, sunrod, tanglefoot bag, or thunderstone 	|| Alchemy 	|| 25&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical trap 	|| Traps 	|| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Very simple item (wooden spoon) 	||Varies 	||5&lt;br /&gt;
|-&lt;br /&gt;
| Typical item (iron pot) 	|| Varies 	|| 10&lt;br /&gt;
|-&lt;br /&gt;
| High-quality item (bell) 	|| Varies 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Complex or superior item (lock) 	|| Varies 	||20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Traps have their own rules for construction.&lt;br /&gt;
Check&lt;br /&gt;
&lt;br /&gt;
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)&lt;br /&gt;
&lt;br /&gt;
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.&lt;br /&gt;
&lt;br /&gt;
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.&lt;br /&gt;
&lt;br /&gt;
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.&lt;br /&gt;
&lt;br /&gt;
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.&lt;br /&gt;
&lt;br /&gt;
To determine how much time and money it takes to make an item, follow these steps.&lt;br /&gt;
&lt;br /&gt;
# Find the item's price in silver pieces (1 gp = 10 sp).&lt;br /&gt;
# Find the item's DC from Table: Craft Skills.&lt;br /&gt;
# Pay 1/3 of the item's price for the raw material cost.&lt;br /&gt;
# Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.&lt;br /&gt;
&lt;br /&gt;
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.&lt;br /&gt;
&lt;br /&gt;
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12659</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12659"/>
				<updated>2013-12-14T11:44:35Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' Low-light vision, Scent; Perception&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); [[#Uncanny Dodge]]&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +4 Rogue, +2 GPsn); [[#Evasion]]&lt;br /&gt;
:'''Will''' +4 (+1 Wis, +1 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +11/+6 ret. dagger 1d4+3, +10/+5 [[#Spirit Caller]] 1d4+3&lt;br /&gt;
:'''Ranged''' +10/+5 ret. dagger 1d4+3&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 17 (+3) = 11 +6 (belt)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +9 (+6 BAB, +3 Str); '''CMD''' 21 (10 +6 BAB, +3 Str, +2 Dex)&lt;br /&gt;
:'''Melee''' +9/+4; '''ranged''' +8/+3&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* 3rd: Weapon Finesse&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex &lt;br /&gt;
* Craft (alchemy) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Craft (traps) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Escape Artist 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Heal 14 = 10 ranks +3 class skill +1 Wis&lt;br /&gt;
* Perception 14 = 10 ranks +3 class skill +1 Wis&lt;br /&gt;
* Sleight of Hand 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Stealth 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Knowledge (local) 11 = 5 ranks + 3 class skill +3 Int&lt;br /&gt;
* Bluff 9 = 7 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Diplomacy 7 = 5 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Disguise 10 = 8 ranks + 3 class skill -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Undercommon, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
(82 000 gp spent)&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear''':&lt;br /&gt;
* Alchemical lab (portable): +1 circ. on Craft (alchemy)&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease (Ex):&lt;br /&gt;
*: Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.&lt;br /&gt;
:'''Melee''' +12/+7 ret. dagger 1d4+4, +11/+6 [[#Spirit Caller]] 1d4+4&lt;br /&gt;
:'''Ranged''' +11/+6 ret. dagger 1d4+4&lt;br /&gt;
* +12/+7 Bite 1d4+4 + disease + curse&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* Speed 40 ft., climb 20 ft., swim 20 ft.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease: Filth Fever&lt;br /&gt;
* +13/+8 Bite 1d4+4 + disease + curse&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
:'''AC''' 13, touch 13, flat-footed 11 (10 base, +2 Dex, +1 size); [[#Uncanny Dodge]]&lt;br /&gt;
* '''CMB''' +9 (+6 BAB, +4 Str -1 small); '''CMD''' 21 (10 +6 BAB, +4 Str, +2 Dex -1 small)&lt;br /&gt;
* No Armor Check Penalty&lt;br /&gt;
* Stealth 19 = 10 ranks +3 class skill +2 Dex +4 small&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents: [[#Disease Use]], [[#Positioning Attack]]&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
==== Disease Use ====&lt;br /&gt;
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.&lt;br /&gt;
&lt;br /&gt;
==== Positioning Attack ====&lt;br /&gt;
&lt;br /&gt;
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks: [[#Smoke Bomb]]&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Bomb ====&lt;br /&gt;
Toxic trick; As the ninja trick, but no ki points are required.&lt;br /&gt;
&lt;br /&gt;
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.&lt;br /&gt;
&lt;br /&gt;
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.&lt;br /&gt;
&lt;br /&gt;
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. &lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
=== Combat Expertise ===&lt;br /&gt;
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Gang Up ===&lt;br /&gt;
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Finesse ===&lt;br /&gt;
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.&lt;br /&gt;
&lt;br /&gt;
=== Master Alchemist ===&lt;br /&gt;
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
=== Craft===&lt;br /&gt;
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.&lt;br /&gt;
&lt;br /&gt;
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Table: Craft Skills&lt;br /&gt;
|-&lt;br /&gt;
! Item 	!! Craft Skill  !! Craft DC&lt;br /&gt;
|-&lt;br /&gt;
| Acid 	|| Alchemy 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist's fire, smokestick, or tindertwig 	|| Alchemy || 20&lt;br /&gt;
|-&lt;br /&gt;
| Antitoxin, sunrod, tanglefoot bag, or thunderstone 	|| Alchemy 	|| 25&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical trap 	|| Traps 	|| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Very simple item (wooden spoon) 	||Varies 	||5&lt;br /&gt;
|-&lt;br /&gt;
| Typical item (iron pot) 	|| Varies 	|| 10&lt;br /&gt;
|-&lt;br /&gt;
| High-quality item (bell) 	|| Varies 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Complex or superior item (lock) 	|| Varies 	||20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Traps have their own rules for construction.&lt;br /&gt;
Check&lt;br /&gt;
&lt;br /&gt;
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)&lt;br /&gt;
&lt;br /&gt;
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.&lt;br /&gt;
&lt;br /&gt;
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.&lt;br /&gt;
&lt;br /&gt;
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.&lt;br /&gt;
&lt;br /&gt;
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.&lt;br /&gt;
&lt;br /&gt;
To determine how much time and money it takes to make an item, follow these steps.&lt;br /&gt;
&lt;br /&gt;
# Find the item's price in silver pieces (1 gp = 10 sp).&lt;br /&gt;
# Find the item's DC from Table: Craft Skills.&lt;br /&gt;
# Pay 1/3 of the item's price for the raw material cost.&lt;br /&gt;
# Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.&lt;br /&gt;
&lt;br /&gt;
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.&lt;br /&gt;
&lt;br /&gt;
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12658</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12658"/>
				<updated>2013-12-14T11:43:23Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' Low-light vision, Scent; Perception&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); [[#Uncanny Dodge]]&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +4 Rogue, +2 GPsn); [[#Evasion]]&lt;br /&gt;
:'''Will''' +4 (+1 Wis, +1 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +11/+6 ret. dagger 1d4+3, +10/+5 [[#Spirit Caller]] 1d4+3&lt;br /&gt;
:'''Ranged''' +10/+5 ret. dagger 1d4+3&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 17 (+3) = 11 +6 (belt)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +9 (+6 BAB, +3 Str); '''CMD''' 21 (10 +6 BAB, +3 Str, +2 Dex)&lt;br /&gt;
:'''Melee''' +9/+4; '''ranged''' +8/+3&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* 3rd: Weapon Finesse&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex &lt;br /&gt;
* Craft (alchemy) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Craft (traps) 16 = 10 ranks +3 class skill +3 Int&lt;br /&gt;
* Escape Artist 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Heal 14 = 10 ranks +3 class skill +1 Wis&lt;br /&gt;
* Perception 14 = 10 ranks +3 class skill +1 Wis&lt;br /&gt;
* Sleight of Hand 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Stealth 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex&lt;br /&gt;
* Knowledge (local) 11 = 5 ranks + 3 class skill +3 Int&lt;br /&gt;
* Bluff 9 = 7 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Diplomacy 7 = 5 ranks + 3 class skill -1 Cha&lt;br /&gt;
* Disguise 10 = 8 ranks + 3 class skill -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Undercommon, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
(82 000 gp spent)&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear''':&lt;br /&gt;
* Alchemical lab (portable): +1 circ. on Craft (alchemy)&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease (Ex):&lt;br /&gt;
*: Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.&lt;br /&gt;
:'''Melee''' +12/+7 ret. dagger 1d4+4, +11/+6 [[#Spirit Caller]] 1d4+4&lt;br /&gt;
:'''Ranged''' +11/+6 ret. dagger 1d4+4&lt;br /&gt;
* +12/+7 Bite 1d4+4 + disease + curse&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* Speed 40 ft., climb 20 ft., swim 20 ft.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease: Filth Fever&lt;br /&gt;
* +13/+8 Bite 1d4+4 + disease + curse&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
:'''AC''' 13, touch 13, flat-footed 11 (10 base, +2 Dex, +1 size); [[#Uncanny Dodge]]&lt;br /&gt;
* '''CMB''' +9 (+6 BAB, +4 Str -1 small); '''CMD''' 21 (10 +6 BAB, +4 Str, +2 Dex -1 small)&lt;br /&gt;
* No Armor Check Penalty&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents: [[#Disease Use]], [[#Positioning Attack]]&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
==== Disease Use ====&lt;br /&gt;
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.&lt;br /&gt;
&lt;br /&gt;
==== Positioning Attack ====&lt;br /&gt;
&lt;br /&gt;
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks: [[#Smoke Bomb]]&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Bomb ====&lt;br /&gt;
Toxic trick; As the ninja trick, but no ki points are required.&lt;br /&gt;
&lt;br /&gt;
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.&lt;br /&gt;
&lt;br /&gt;
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.&lt;br /&gt;
&lt;br /&gt;
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. &lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
=== Combat Expertise ===&lt;br /&gt;
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Gang Up ===&lt;br /&gt;
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Finesse ===&lt;br /&gt;
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.&lt;br /&gt;
&lt;br /&gt;
=== Master Alchemist ===&lt;br /&gt;
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
=== Craft===&lt;br /&gt;
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.&lt;br /&gt;
&lt;br /&gt;
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Table: Craft Skills&lt;br /&gt;
|-&lt;br /&gt;
! Item 	!! Craft Skill  !! Craft DC&lt;br /&gt;
|-&lt;br /&gt;
| Acid 	|| Alchemy 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist's fire, smokestick, or tindertwig 	|| Alchemy || 20&lt;br /&gt;
|-&lt;br /&gt;
| Antitoxin, sunrod, tanglefoot bag, or thunderstone 	|| Alchemy 	|| 25&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical trap 	|| Traps 	|| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Very simple item (wooden spoon) 	||Varies 	||5&lt;br /&gt;
|-&lt;br /&gt;
| Typical item (iron pot) 	|| Varies 	|| 10&lt;br /&gt;
|-&lt;br /&gt;
| High-quality item (bell) 	|| Varies 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Complex or superior item (lock) 	|| Varies 	||20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Traps have their own rules for construction.&lt;br /&gt;
Check&lt;br /&gt;
&lt;br /&gt;
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)&lt;br /&gt;
&lt;br /&gt;
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.&lt;br /&gt;
&lt;br /&gt;
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.&lt;br /&gt;
&lt;br /&gt;
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.&lt;br /&gt;
&lt;br /&gt;
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.&lt;br /&gt;
&lt;br /&gt;
To determine how much time and money it takes to make an item, follow these steps.&lt;br /&gt;
&lt;br /&gt;
# Find the item's price in silver pieces (1 gp = 10 sp).&lt;br /&gt;
# Find the item's DC from Table: Craft Skills.&lt;br /&gt;
# Pay 1/3 of the item's price for the raw material cost.&lt;br /&gt;
# Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.&lt;br /&gt;
&lt;br /&gt;
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.&lt;br /&gt;
&lt;br /&gt;
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12657</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12657"/>
				<updated>2013-12-14T11:33:08Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' &lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); [[#Uncanny Dodge]]&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +4 Rogue, +2 GPsn); [[#Evasion]]&lt;br /&gt;
:'''Will''' +4 (+1 Wis, +1 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +11/+6 ret. dagger 1d4, +10/+5 [[#Spirit Caller]] 1d4&lt;br /&gt;
:'''Ranged''' +10/+5 ret. dagger 1d4&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 17 (+3) = 11 +6 (belt)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +6 (+6 BAB, -? Str); '''CMD''' 18 (10 +6 BAB, -? Str, +? Dex)&lt;br /&gt;
:'''Melee''' +9/+4; '''ranged''' +8/+3&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* 3rd: Weapon Finesse&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics = 10 ranks +3 class skill&lt;br /&gt;
* Craft (alchemy) = 10 ranks +3 class skill&lt;br /&gt;
* Craft (traps) = 10 ranks +3 class skill&lt;br /&gt;
* Escape Artist = 10 ranks +3 class skill&lt;br /&gt;
* Heal = 10 ranks +3 class skill&lt;br /&gt;
* Perception = 10 ranks +3 class skill&lt;br /&gt;
* Sleight of Hand = 10 ranks +3 class skill&lt;br /&gt;
* Stealth = 10 ranks +3 class skill&lt;br /&gt;
* Knowledge (local) = 5 ranks + 3 class skill&lt;br /&gt;
* Bluff = 7 ranks + 3 class skill&lt;br /&gt;
* Diplomacy = 5 ranks + 3 class skill&lt;br /&gt;
* Disguise = 8 ranks + 3 class skill&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, ?, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
(82 000 gp spent)&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear''':&lt;br /&gt;
* Alchemical lab (portable): +1 circ. on Craft (alchemy)&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease (Ex):&lt;br /&gt;
*: Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.&lt;br /&gt;
:'''Melee''' +12/+7 ret. dagger 1d4, +11/+6 [[#Spirit Caller]] 1d4&lt;br /&gt;
:'''Ranged''' +11/+6 ret. dagger 1d4&lt;br /&gt;
* +12/+7 Bite 1d4 + disease + curse&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
* Disease: Filth Fever&lt;br /&gt;
* +12/+7 Bite 1d4 + disease + curse&lt;br /&gt;
:'''Fort''' +7; +11 total vs. poisons&lt;br /&gt;
* DR 10/silver&lt;br /&gt;
:'''hp''' 91&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents: [[#Disease Use]], [[#Positioning Attack]]&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
==== Disease Use ====&lt;br /&gt;
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.&lt;br /&gt;
&lt;br /&gt;
==== Positioning Attack ====&lt;br /&gt;
&lt;br /&gt;
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks: [[#Smoke Bomb]]&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Bomb ====&lt;br /&gt;
Toxic trick; As the ninja trick, but no ki points are required.&lt;br /&gt;
&lt;br /&gt;
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.&lt;br /&gt;
&lt;br /&gt;
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.&lt;br /&gt;
&lt;br /&gt;
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. &lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
=== Combat Expertise ===&lt;br /&gt;
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Gang Up ===&lt;br /&gt;
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Finesse ===&lt;br /&gt;
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.&lt;br /&gt;
&lt;br /&gt;
=== Master Alchemist ===&lt;br /&gt;
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.&lt;br /&gt;
&lt;br /&gt;
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
=== Craft===&lt;br /&gt;
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.&lt;br /&gt;
&lt;br /&gt;
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Table: Craft Skills&lt;br /&gt;
|-&lt;br /&gt;
! Item 	!! Craft Skill  !! Craft DC&lt;br /&gt;
|-&lt;br /&gt;
| Acid 	|| Alchemy 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist's fire, smokestick, or tindertwig 	|| Alchemy || 20&lt;br /&gt;
|-&lt;br /&gt;
| Antitoxin, sunrod, tanglefoot bag, or thunderstone 	|| Alchemy 	|| 25&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical trap 	|| Traps 	|| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Very simple item (wooden spoon) 	||Varies 	||5&lt;br /&gt;
|-&lt;br /&gt;
| Typical item (iron pot) 	|| Varies 	|| 10&lt;br /&gt;
|-&lt;br /&gt;
| High-quality item (bell) 	|| Varies 	|| 15&lt;br /&gt;
|-&lt;br /&gt;
| Complex or superior item (lock) 	|| Varies 	||20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Traps have their own rules for construction.&lt;br /&gt;
Check&lt;br /&gt;
&lt;br /&gt;
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)&lt;br /&gt;
&lt;br /&gt;
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.&lt;br /&gt;
&lt;br /&gt;
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.&lt;br /&gt;
&lt;br /&gt;
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.&lt;br /&gt;
&lt;br /&gt;
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.&lt;br /&gt;
&lt;br /&gt;
To determine how much time and money it takes to make an item, follow these steps.&lt;br /&gt;
&lt;br /&gt;
# Find the item's price in silver pieces (1 gp = 10 sp).&lt;br /&gt;
# Find the item's DC from Table: Craft Skills.&lt;br /&gt;
# Pay 1/3 of the item's price for the raw material cost.&lt;br /&gt;
# Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.&lt;br /&gt;
&lt;br /&gt;
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.&lt;br /&gt;
&lt;br /&gt;
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12656</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12656"/>
				<updated>2013-12-14T11:21:17Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' &lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); [[#Uncanny Dodge]]&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +4 Rogue, +2 GPsn); [[#Evasion]]&lt;br /&gt;
:'''Will''' +4 (+1 Wis, +1 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +11/+6 ret. dagger 1d4, +10/+5 [[#Spirit Caller]] 1d4&lt;br /&gt;
:'''Ranged''' +10/+5 ret. dagger 1d4&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 17 (+3) = 11 +6 (belt)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +6 (+6 BAB, -? Str); '''CMD''' 18 (10 +6 BAB, -? Str, +? Dex)&lt;br /&gt;
:'''Melee''' +9/+4; '''ranged''' +8/+3&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* 3rd: Weapon Finesse&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics = 10 ranks +3 class skill&lt;br /&gt;
* Craft (alchemy) = 10 ranks +3 class skill&lt;br /&gt;
* Craft (traps) = 10 ranks +3 class skill&lt;br /&gt;
* Escape Artist = 10 ranks +3 class skill&lt;br /&gt;
* Heal = 10 ranks +3 class skill&lt;br /&gt;
* Perception = 10 ranks +3 class skill&lt;br /&gt;
* Sleight of Hand = 10 ranks +3 class skill&lt;br /&gt;
* Stealth = 10 ranks +3 class skill&lt;br /&gt;
* Knowledge (local) = 5 ranks + 3 class skill&lt;br /&gt;
* Bluff = 7 ranks + 3 class skill&lt;br /&gt;
* Diplomacy = 5 ranks + 3 class skill&lt;br /&gt;
* Disguise = 8 ranks + 3 class skill&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, ?, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
82 000 gp&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents: [[#Disease Use]], [[#Positioning Attack]]&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
==== Disease Use ====&lt;br /&gt;
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.&lt;br /&gt;
&lt;br /&gt;
==== Positioning Attack ====&lt;br /&gt;
&lt;br /&gt;
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks: [[#Smoke Bomb]]&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
==== Smoke Bomb ====&lt;br /&gt;
Toxic trick; As the ninja trick, but no ki points are required.&lt;br /&gt;
&lt;br /&gt;
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.&lt;br /&gt;
&lt;br /&gt;
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.&lt;br /&gt;
&lt;br /&gt;
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. &lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12655</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12655"/>
				<updated>2013-12-14T11:10:17Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); [[#Uncanny Dodge]]&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +4 Rogue, +2 GPsn); [[#Evasion]]&lt;br /&gt;
:'''Will''' +4 (+1 Wis, +1 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' +11/+6 ret. dagger 1d4, +10/+5 [[#Spirit Caller]] 1d4&lt;br /&gt;
:'''Ranged''' +10/+5 ret. dagger 1d4&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 17 (+3) = 11 +6 (belt)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +6 (+6 BAB, -? Str); '''CMD''' 18 (10 +6 BAB, -? Str, +? Dex)&lt;br /&gt;
:'''Melee''' +9/+4; '''ranged''' +8/+3&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* 3rd: Weapon Finesse&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics = 10 ranks +3 class skill&lt;br /&gt;
* Craft (alchemy) = 10 ranks +3 class skill&lt;br /&gt;
* Craft (traps) = 10 ranks +3 class skill&lt;br /&gt;
* Escape Artist = 10 ranks +3 class skill&lt;br /&gt;
* Heal = 10 ranks +3 class skill&lt;br /&gt;
* Perception = 10 ranks +3 class skill&lt;br /&gt;
* Sleight of Hand = 10 ranks +3 class skill&lt;br /&gt;
* Stealth = 10 ranks +3 class skill&lt;br /&gt;
* Knowledge (local) = 5 ranks + 3 class skill&lt;br /&gt;
* Bluff = 7 ranks + 3 class skill&lt;br /&gt;
* Diplomacy = 5 ranks + 3 class skill&lt;br /&gt;
* Disguise = 8 ranks + 3 class skill&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, ?, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
82 000 gp&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12654</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12654"/>
				<updated>2013-12-14T10:55:04Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' + (+? Con, +1 Rogue, +3 GPsn); +4 vs. poisons&lt;br /&gt;
:'''Ref''' + (+? Dex, +4 Rogue, +2 GPsn); [[#Evasion]]&lt;br /&gt;
:'''Will''' + (+? Wis, +1 Rogue, +2 GPsn)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +9 (1d4–1)&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 17 (+3) = 11 +6 (belt)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +6 (+6 BAB, -? Str); '''CMD''' 18 (10 +6 BAB, -? Str, +? Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: Combat Expertise&lt;br /&gt;
* 1st bonus: Gang Up&lt;br /&gt;
* 3rd: Weapon Finesse&lt;br /&gt;
* 5th: Master Archemist&lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics = 10 ranks +3 class skill&lt;br /&gt;
* Craft (alchemy) = 10 ranks +3 class skill&lt;br /&gt;
* Craft (traps) = 10 ranks +3 class skill&lt;br /&gt;
* Escape Artist = 10 ranks +3 class skill&lt;br /&gt;
* Heal = 10 ranks +3 class skill&lt;br /&gt;
* Perception = 10 ranks +3 class skill&lt;br /&gt;
* Sleight of Hand = 10 ranks +3 class skill&lt;br /&gt;
* Stealth = 10 ranks +3 class skill&lt;br /&gt;
* Knowledge (local) = 5 ranks + 3 class skill&lt;br /&gt;
* Bluff = 7 ranks + 3 class skill&lt;br /&gt;
* Diplomacy = 5 ranks + 3 class skill&lt;br /&gt;
* Disguise = 8 ranks + 3 class skill&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, ?, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
82 000 gp&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mistmail]]  2,250 gp&lt;br /&gt;
* [[#Spirit Caller]] 25,302 gp&lt;br /&gt;
* [[#Returning]] +2 dagger x2 (18,000 gp x2)&lt;br /&gt;
* Belt of Giant Strength +6 (18,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Mistmail ===&lt;br /&gt;
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp&lt;br /&gt;
: +4 AC, +4 max Dex bonus, -1 Armor check penalty&lt;br /&gt;
&lt;br /&gt;
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Caller ===&lt;br /&gt;
:Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp&lt;br /&gt;
:1d4 dmg, &amp;quot;broken&amp;quot; on nat 1 (-2 atk, destroyed on nat 1)&lt;br /&gt;
&lt;br /&gt;
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Returning ===&lt;br /&gt;
: Price +1 bonus&lt;br /&gt;
: Aura moderate transmutation; CL 7th; Weight —&lt;br /&gt;
&lt;br /&gt;
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12653</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12653"/>
				<updated>2013-12-14T10:12:45Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9)&lt;br /&gt;
:'''Fort''' +10 (+2 Con +)&lt;br /&gt;
:'''Ref''' +9 (+2 Dex, +2 feat, +2 Druid, +1 equip, +2 Seeker)&lt;br /&gt;
:'''Will''' +15 (+4 Wis, +5 Druid, +3 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +9 (1d4–1)&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 11 (+0)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +7 (+4 Druid +3 Seeker); '''CMB''' +6 (+7 BAB, -1 Str); '''CMD''' 18 (10 +7 BAB, -1 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: &lt;br /&gt;
* 1st bonus:&lt;br /&gt;
* 3rd: &lt;br /&gt;
* 5th: &lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics = 10 ranks +3 class skill&lt;br /&gt;
* Craft (alchemy) = 10 ranks +3 class skill&lt;br /&gt;
* Craft (traps) = 10 ranks +3 class skill&lt;br /&gt;
* Escape Artist = 10 ranks +3 class skill&lt;br /&gt;
* Heal = 10 ranks +3 class skill&lt;br /&gt;
* Perception = 10 ranks +3 class skill&lt;br /&gt;
* Sleight of Hand = 10 ranks +3 class skill&lt;br /&gt;
* Stealth = 10 ranks +3 class skill&lt;br /&gt;
* Knowledge (local) = 5 ranks + 3 class skill&lt;br /&gt;
* Bluff = 7 ranks + 3 class skill&lt;br /&gt;
* Diplomacy = 5 ranks + 3 class skill&lt;br /&gt;
* Disguise = 8 ranks + 3 class skill&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, ?, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* Wand of [[#Cure Light Wounds]] (47 charges)&lt;br /&gt;
* Potions of Cure Medium Woulds x2&lt;br /&gt;
* Potion of Levitate&lt;br /&gt;
* [[#Alchemist's Fire]] (3)&lt;br /&gt;
* Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
*  +1 hide armor&lt;br /&gt;
* Heavy wooden shield&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Sickle&lt;br /&gt;
* Cloak of resistance +1&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Holly and mistletoe: used as divine focus&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouc&lt;br /&gt;
* 91 gp&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. &lt;br /&gt;
&lt;br /&gt;
=== Guild Poisoner ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +3, Ref +2, Will +2&lt;br /&gt;
* Sneak Attack 1d6&lt;br /&gt;
* 1 toxic tricks&lt;br /&gt;
* Poison resistance +4, Trapster +1, Sneak Attack 1d6&lt;br /&gt;
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin&lt;br /&gt;
&lt;br /&gt;
==== Master Poisoner ====&lt;br /&gt;
A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.&lt;br /&gt;
&lt;br /&gt;
==== Quick Poisoning ====&lt;br /&gt;
(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Apothecary ====&lt;br /&gt;
(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.&lt;br /&gt;
&lt;br /&gt;
==== Toxic Manufactory ====&lt;br /&gt;
(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.&lt;br /&gt;
&lt;br /&gt;
==== Trapster ====&lt;br /&gt;
(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.&lt;br /&gt;
&lt;br /&gt;
==== Treacherous Toxin ====&lt;br /&gt;
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12652</id>
		<title>Haiiro</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Haiiro&amp;diff=12652"/>
				<updated>2013-12-14T10:06:14Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «:Ability rolls: 10, 12, 11, 11, 12, 16. :HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53  == Base info ==  :'''Human Natural Wererat/Rogue (poisoner)/Guild Poiso…»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Ability rolls: 10, 12, 11, 11, 12, 16.&lt;br /&gt;
:HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53&lt;br /&gt;
&lt;br /&gt;
== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5&lt;br /&gt;
:'''N Medium humanoid''' (human, shapechanger)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)&lt;br /&gt;
:'''hp''' 81 (8+2 + 9d8+2*9); acid resistance 10 ([[#Earth Domain]])&lt;br /&gt;
:'''Fort''' +10 (+1 Con, +5 Druid, +3 Seeker, +1 equip)&lt;br /&gt;
:'''Ref''' +9 (+2 Dex, +2 feat, +2 Druid, +1 equip, +2 Seeker)&lt;br /&gt;
:'''Will''' +15 (+4 Wis, +5 Druid, +3 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +9 (1d4–1)&lt;br /&gt;
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 11 (+0)&lt;br /&gt;
:'''Dex''' 14 (+2) = 12 +2 (Human)&lt;br /&gt;
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)&lt;br /&gt;
:'''Int''' 16 (+3) = 16&lt;br /&gt;
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)&lt;br /&gt;
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)&lt;br /&gt;
:'''Base Atk''' +7 (+4 Druid +3 Seeker); '''CMB''' +6 (+7 BAB, -1 Str); '''CMD''' 18 (10 +7 BAB, -1 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: &lt;br /&gt;
* 1st bonus:&lt;br /&gt;
* 3rd: &lt;br /&gt;
* 5th: &lt;br /&gt;
* 7th: &lt;br /&gt;
* 9th: &lt;br /&gt;
* 11th:&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner&lt;br /&gt;
* Acrobatics = 10 ranks +3 class skill&lt;br /&gt;
* Craft (alchemy) = 10 ranks +3 class skill&lt;br /&gt;
* Craft (traps) = 10 ranks +3 class skill&lt;br /&gt;
* Escape Artist = 10 ranks +3 class skill&lt;br /&gt;
* Heal = 10 ranks +3 class skill&lt;br /&gt;
* Perception = 10 ranks +3 class skill&lt;br /&gt;
* Sleight of Hand = 10 ranks +3 class skill&lt;br /&gt;
* Stealth = 10 ranks +3 class skill&lt;br /&gt;
* Knowledge (local) = 5 ranks + 3 class skill&lt;br /&gt;
* Bluff = 7 ranks + 3 class skill&lt;br /&gt;
* Diplomacy = 5 ranks + 3 class skill&lt;br /&gt;
* Disguise = 8 ranks + 3 class skill&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, ?, ?, ?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Evasion&lt;br /&gt;
* Uncanny dodge&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* Wand of [[#Cure Light Wounds]] (47 charges)&lt;br /&gt;
* Potions of Cure Medium Woulds x2&lt;br /&gt;
* Potion of Levitate&lt;br /&gt;
* [[#Alchemist's Fire]] (3)&lt;br /&gt;
* Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
*  +1 hide armor&lt;br /&gt;
* Heavy wooden shield&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Sickle&lt;br /&gt;
* Cloak of resistance +1&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Holly and mistletoe: used as divine focus&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouc&lt;br /&gt;
* 91 gp&lt;br /&gt;
&lt;br /&gt;
== Hybrid Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Animal Form ==&lt;br /&gt;
* +2 Str, +2 Con in hybrid and animal forms.&lt;br /&gt;
* [[#Curse of Lycanthropy]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Natural Wererat ===&lt;br /&gt;
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:&lt;br /&gt;
&lt;br /&gt;
==== Change Shape =====&lt;br /&gt;
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.&lt;br /&gt;
&lt;br /&gt;
==== Curse of Lycanthropy ====&lt;br /&gt;
(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.&lt;br /&gt;
&lt;br /&gt;
==== Lycanthropic Empathy ====&lt;br /&gt;
(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Lvl 5:&lt;br /&gt;
* BAB +3&lt;br /&gt;
* Fort +1, Ref +4, Will +1&lt;br /&gt;
* Sneak Attack 3d6&lt;br /&gt;
* 2 rogue talents&lt;br /&gt;
* Evasion, Uncanny dodge&lt;br /&gt;
* Poisoner archetype: Poison Use, Master Poisoner&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
==== Uncanny Dodge ====&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.&lt;br /&gt;
&lt;br /&gt;
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=LiveJournal&amp;diff=12651</id>
		<title>LiveJournal</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=LiveJournal&amp;diff=12651"/>
				<updated>2013-12-06T10:57:56Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Это карта статей в [http://katemare.livejournal.com моём журнале] по сериям. Жаль, что сам движок LiveJournal не позволяет оформить ничего подобного.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;plainlinks&amp;quot; style=&amp;quot;width:auto; -moz-column-count:2; column-count:2; -webkit-column-count:2;&amp;quot;&amp;gt;&lt;br /&gt;
== Будущее ==&lt;br /&gt;
* [http://katemare.livejournal.com/30784.html Доступное творчество]&lt;br /&gt;
* [http://katemare.livejournal.com/40693.html Многоязычное будущее]&lt;br /&gt;
* [http://katemare.livejournal.com/42045.html Безграничное творчество?]&lt;br /&gt;
* [http://katemare.livejournal.com/49342.html Экраны будущего]&lt;br /&gt;
&lt;br /&gt;
=== Фри-кономика ===&lt;br /&gt;
# [http://katemare.livejournal.com/48444.html Фри-кономика]&lt;br /&gt;
# [http://katemare.livejournal.com/48839.html Фэндомы и деекратия]&lt;br /&gt;
&lt;br /&gt;
=== Связанность ===&lt;br /&gt;
* [http://katemare.livejournal.com/48981.html Платформы]&lt;br /&gt;
* [http://katemare.livejournal.com/49416.html Кнопка Share на PS4]&lt;br /&gt;
* [http://katemare.livejournal.com/50768.html Навигация в океане свободного творчества]&lt;br /&gt;
* [http://katemare.livejournal.com/51198.html Wired Business Conference 2013]&lt;br /&gt;
&lt;br /&gt;
=== Прогнозы ===&lt;br /&gt;
* [http://katemare.livejournal.com/37948.html Живые игры]&lt;br /&gt;
* [http://katemare.livejournal.com/39038.html Цена на читалки] - сбывшийся прогноз, сделанный в реале.&lt;br /&gt;
* [http://katemare.livejournal.com/43130.html Кроссплатформенность - будущее игр]&lt;br /&gt;
** [http://katemare.livejournal.com/49765.html Предвестники кроссплатформенности]&lt;br /&gt;
&lt;br /&gt;
== Видеоигры ==&lt;br /&gt;
См. также [[#3DS]], [[#Xbox]], [[#Sony PlayStation]]&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/52376.html Разработчики &amp;quot;Ведьмака 3&amp;quot; отдали фанатам инструменты разработки]&lt;br /&gt;
&lt;br /&gt;
=== Обзоры видеоигр ===&lt;br /&gt;
* [http://katemare.livejournal.com/20060.html Spyro: The Eternal Night] (PS2)&lt;br /&gt;
* [http://katemare.livejournal.com/27546.html Myst 3 - впечатления по ходу игры]&lt;br /&gt;
* [http://katemare.livejournal.com/32946.html Демо-версии в магазине 3DS]&lt;br /&gt;
* [http://katemare.livejournal.com/35228.html LEGO Властелин колец - демо-обзор]&lt;br /&gt;
* [http://katemare.livejournal.com/39747.html Кикстартер The Big Blue]&lt;br /&gt;
* [http://katemare.livejournal.com/43400.html Мобильные карточные игры]&lt;br /&gt;
* [http://katemare.livejournal.com/44239.html Симуляторы от Kairosoft]&lt;br /&gt;
&lt;br /&gt;
=== Аналитика и мнения ===&lt;br /&gt;
* [http://katemare.livejournal.com/31211.html Почему популярны инди-игры со старомодной графикой?]&lt;br /&gt;
* [http://katemare.livejournal.com/32351.html Ценообразование видеоигр]&lt;br /&gt;
** [http://katemare.livejournal.com/33417.html Нюансы]&lt;br /&gt;
* [http://katemare.livejournal.com/35942.html Идея и оболочка игры]&lt;br /&gt;
* [http://katemare.livejournal.com/41438.html Несколько цитат о видеоиграх]&lt;br /&gt;
* [http://katemare.livejournal.com/42604.html Четыре валюты]&lt;br /&gt;
* [http://katemare.livejournal.com/44602.html Мобильная платформа как игровая]&lt;br /&gt;
* [http://katemare.livejournal.com/47196.html Игры как искусство, творчество, мануфактура]&lt;br /&gt;
&lt;br /&gt;
==== Free-to-play ====&lt;br /&gt;
* [http://katemare.livejournal.com/38460.html Free-to-play]&lt;br /&gt;
* [http://katemare.livejournal.com/41438.html Несколько цитат о видеоиграх]&lt;br /&gt;
* [http://katemare.livejournal.com/45718.html Ещё о &amp;quot;бесплатных&amp;quot; играх]&lt;br /&gt;
* [http://katemare.livejournal.com/46928.html Гостиница &amp;quot;Экономическая&amp;quot;]&lt;br /&gt;
* [http://katemare.livejournal.com/47570.html Ещё цитата о &amp;quot;бесплатных&amp;quot; играх]&lt;br /&gt;
&lt;br /&gt;
=== Идеи для игр ===&lt;br /&gt;
* [http://katemare.livejournal.com/21409.html Система постепенной оплаты ММО]&lt;br /&gt;
* [http://katemare.livejournal.com/31268.html Коллективное строительство]&lt;br /&gt;
* [http://katemare.livejournal.com/37948.html Живые игры]&lt;br /&gt;
* [http://katemare.livejournal.com/39255.html Техноголовломка]&lt;br /&gt;
&lt;br /&gt;
== Технологии ==&lt;br /&gt;
См. также [[#Будущее]].&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/22264.html Почему я ещё смотрю телевизор?]&lt;br /&gt;
* [http://katemare.livejournal.com/29495.html О кулерах, стандартах и законах]&lt;br /&gt;
* [http://katemare.livejournal.com/51198.html Wired Business Conference 2013]&lt;br /&gt;
* [http://katemare.livejournal.com/51814.html Открытия 2012 года]&lt;br /&gt;
&lt;br /&gt;
=== Интернет ===&lt;br /&gt;
* [http://katemare.livejournal.com/22325.html Литературный портал]&lt;br /&gt;
* [http://katemare.livejournal.com/31549.html Интернет лишил мир загадки?]&lt;br /&gt;
&lt;br /&gt;
=== 3D-печать ===&lt;br /&gt;
* [http://katemare.livejournal.com/50580.html Решается судьба 3D-принтеров?]&lt;br /&gt;
* [http://katemare.livejournal.com/51814.html Открытия 2012 года]&lt;br /&gt;
&lt;br /&gt;
==== Сетевые идеи ====&lt;br /&gt;
См. также [[#Связанность]].&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/26656.html Базы знаний]&lt;br /&gt;
* [http://katemare.livejournal.com/37831.html Вики-мир]&lt;br /&gt;
&lt;br /&gt;
=== Цифровые произведения ===&lt;br /&gt;
См. также [[#Цифровые книги]]&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/33791.html Ценность цифровой версии]&lt;br /&gt;
** [http://katemare.livejournal.com/33800.html Цифровая версия вместе с физической]&lt;br /&gt;
&lt;br /&gt;
== Общество ==&lt;br /&gt;
См. также [[#Фри-кономика]].&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/36252.html Один в поле воин]&lt;br /&gt;
&lt;br /&gt;
=== Копирайт ===&lt;br /&gt;
* [http://katemare.livejournal.com/23535.html Культура общего: Почему для вас полезно отказаться от копирайта.]&lt;br /&gt;
** [http://katemare.livejournal.com/23649.html Постскриптум]&lt;br /&gt;
* [http://katemare.livejournal.com/30784.html Доступное творчество]&lt;br /&gt;
* [http://katemare.livejournal.com/32581.html Курьёзы копирайта]&lt;br /&gt;
* [http://katemare.livejournal.com/35624.html Пора выйти из тени?]&lt;br /&gt;
&lt;br /&gt;
=== Частная жизнь ===&lt;br /&gt;
* [http://katemare.livejournal.com/45377.html Неприкосновенность частной жизни]&lt;br /&gt;
&lt;br /&gt;
=== Бизнес ===&lt;br /&gt;
См. также [[#Free-to-play]].&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/26109.html Расстояния и транспортировка]&lt;br /&gt;
* [http://katemare.livejournal.com/32351.html Ценообразование видеоигр]&lt;br /&gt;
** [http://katemare.livejournal.com/33417.html Нюансы]&lt;br /&gt;
* [http://katemare.livejournal.com/33791.html Ценность цифровой версии]&lt;br /&gt;
** [http://katemare.livejournal.com/33800.html Цифровая версия вместе с физической]&lt;br /&gt;
* [http://katemare.livejournal.com/39038.html Цена на читалки]&lt;br /&gt;
* [http://katemare.livejournal.com/39949.html Почему магазин Киндла теперь разделён на страны]&lt;br /&gt;
&lt;br /&gt;
=== Денежная система ===&lt;br /&gt;
* [http://katemare.livejournal.com/51266.html Деньги как мотиватор?]&lt;br /&gt;
&lt;br /&gt;
=== Законы ===&lt;br /&gt;
* [http://katemare.livejournal.com/29101.html О роли правил]&lt;br /&gt;
* [http://katemare.livejournal.com/29495.html О кулерах, стандартах и законах]&lt;br /&gt;
&lt;br /&gt;
=== Глобализация ===&lt;br /&gt;
* [http://katemare.livejournal.com/39949.html Почему магазин Киндла теперь разделён на страны]&lt;br /&gt;
* [http://katemare.livejournal.com/45075.html Amazon Appstore]&lt;br /&gt;
&lt;br /&gt;
=== Искусство и творчество ===&lt;br /&gt;
См. также [[#Литература]], [[#Фильмы]], [[#Музыка]]&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/30784.html Доступное творчество]&lt;br /&gt;
* [http://katemare.livejournal.com/42045.html Безграничное творчество?]&lt;br /&gt;
* [http://katemare.livejournal.com/47196.html Игры как искусство, творчество, мануфактура]&lt;br /&gt;
* [http://katemare.livejournal.com/50768.html Навигация в океане свободного творчества]&lt;br /&gt;
* [http://katemare.livejournal.com/51700.html Кори Доктороу: Ода фанфикам]&lt;br /&gt;
* [http://katemare.livejournal.com/52376.html Разработчики &amp;quot;Ведьмака 3&amp;quot; отдали фанатам инструменты разработки]&lt;br /&gt;
&lt;br /&gt;
== По отдельным продуктам и компаниям ==&lt;br /&gt;
=== Nintendo ===&lt;br /&gt;
&lt;br /&gt;
==== 3DS ====&lt;br /&gt;
* [http://katemare.livejournal.com/31892.html Видео Picross E 2]&lt;br /&gt;
* [http://katemare.livejournal.com/32163.html Видео Dead or Alive]&lt;br /&gt;
* [http://katemare.livejournal.com/32946.html Демо-версии в магазине 3DS]&lt;br /&gt;
* [http://katemare.livejournal.com/35228.html LEGO Властелин колец - демо-обзор]&lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
* [http://katemare.livejournal.com/45075.html Amazon Appstore]&lt;br /&gt;
&lt;br /&gt;
==== Kindle ====&lt;br /&gt;
* [http://katemare.livejournal.com/35535.html Amazon Kindle 5]&lt;br /&gt;
* [http://katemare.livejournal.com/39949.html Почему магазин Киндла теперь разделён на страны]&lt;br /&gt;
&lt;br /&gt;
=== Asus ===&lt;br /&gt;
* [http://katemare.livejournal.com/29495.html О кулерах, стандартах и законах]&lt;br /&gt;
&lt;br /&gt;
==== Asus Transformer ====&lt;br /&gt;
* [http://katemare.livejournal.com/38393.html Asus Transformer]&lt;br /&gt;
* [http://katemare.livejournal.com/40418.html Впечатления от Asus Transformer]&lt;br /&gt;
* [http://katemare.livejournal.com/41684.html Постскриптум об Asus Transformer]&lt;br /&gt;
&lt;br /&gt;
=== Microsoft ===&lt;br /&gt;
==== Xbox ====&lt;br /&gt;
* [http://katemare.livejournal.com/43839.html Слухи об Xbox One]&lt;br /&gt;
* [http://katemare.livejournal.com/50234.html Xbox не будет требовать постоянного подключения]&lt;br /&gt;
&lt;br /&gt;
=== Sony PlayStation ===&lt;br /&gt;
* [http://katemare.livejournal.com/20060.html Spyro: The Eternal Night] (PS2)&lt;br /&gt;
* [http://katemare.livejournal.com/49416.html Кнопка Share на PS4]&lt;br /&gt;
&lt;br /&gt;
== Культуры ==&lt;br /&gt;
=== США ===&lt;br /&gt;
См. также [[#Amazon]], [[#Microsoft]]&lt;br /&gt;
&lt;br /&gt;
# [http://katemare.livejournal.com/21605.html Медицина: Страховки]&lt;br /&gt;
# [http://katemare.livejournal.com/26170.html &amp;quot;Каждый имеет право на своё мнение&amp;quot;]&lt;br /&gt;
# [http://katemare.livejournal.com/49929.html Интернет в США и России]&lt;br /&gt;
&lt;br /&gt;
=== СССР ===&lt;br /&gt;
* [http://katemare.livejournal.com/25407.html Советский хоббит]&lt;br /&gt;
&lt;br /&gt;
=== Русскоязычная культура ===&lt;br /&gt;
См. также [[#Русский язык]]&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/42242.html &amp;quot;Менталитет&amp;quot; рунета]&lt;br /&gt;
* [http://katemare.livejournal.com/36252.html Один в поле воин]&lt;br /&gt;
* [http://katemare.livejournal.com/43005.html Ещё о сетевых спорах]&lt;br /&gt;
* [http://katemare.livejournal.com/48257.html Блог об электронных книгах на русском]&lt;br /&gt;
* [http://katemare.livejournal.com/49929.html Интернет в США и России]&lt;br /&gt;
&lt;br /&gt;
=== Сетевая культура ===&lt;br /&gt;
См. также [[#Сетевые идеи]], [[#Цифровые произведения]]&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/24185.html Споры]&lt;br /&gt;
* [http://katemare.livejournal.com/31549.html Интернет лишил мир загадки?]&lt;br /&gt;
* [http://katemare.livejournal.com/42242.html &amp;quot;Менталитет&amp;quot; рунета]&lt;br /&gt;
* [http://katemare.livejournal.com/43005.html Ещё о сетевых спорах]&lt;br /&gt;
* [http://katemare.livejournal.com/49929.html Интернет в США и России]&lt;br /&gt;
&lt;br /&gt;
=== История ===&lt;br /&gt;
* [http://katemare.livejournal.com/34292.html Каппадокия]&lt;br /&gt;
* [http://katemare.livejournal.com/33235.html Соляная архитектура]&lt;br /&gt;
&lt;br /&gt;
== Психология ==&lt;br /&gt;
См. также [[#Русскоязычная культура]], [[#Сетевая культура]].&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/24185.html Споры]&lt;br /&gt;
* [http://katemare.livejournal.com/25235.html Схемы поведения]&lt;br /&gt;
* [http://katemare.livejournal.com/26459.html Большие люди]&lt;br /&gt;
* [http://katemare.livejournal.com/28170.html Антропоморфизм как попытка понять]&lt;br /&gt;
* [http://katemare.livejournal.com/29101.html О роли правил]&lt;br /&gt;
* [http://katemare.livejournal.com/31549.html Интернет лишил мир загадки?]&lt;br /&gt;
* [http://katemare.livejournal.com/36252.html Один в поле воин]&lt;br /&gt;
* [http://katemare.livejournal.com/47733.html Хорошо тем, кто не мы]&lt;br /&gt;
&lt;br /&gt;
=== Меметика ===&lt;br /&gt;
# [http://katemare.livejournal.com/52077.html Эволюция мемов]&lt;br /&gt;
&lt;br /&gt;
== Мои путешествия ==&lt;br /&gt;
* [http://katemare.livejournal.com/34533.html Рерих и горы вокруг Милана]&lt;br /&gt;
&lt;br /&gt;
=== Нью-Йорк ===&lt;br /&gt;
* [http://katemare.livejournal.com/20430.html Заметка о заснеженном Нью-Йорке]&lt;br /&gt;
&lt;br /&gt;
== Учусь рисовать ==&lt;br /&gt;
* [http://katemare.livejournal.com/20606.html Умение стирать]&lt;br /&gt;
* [http://katemare.livejournal.com/23061.html Зарисовка о работе]&lt;br /&gt;
&lt;br /&gt;
== Литература ==&lt;br /&gt;
=== Книгоиздания и литературная система ===&lt;br /&gt;
* [http://katemare.livejournal.com/22325.html Литературный портал]&lt;br /&gt;
* [http://katemare.livejournal.com/23535.html Культура общего: Почему для вас полезно отказаться от копирайта.]&lt;br /&gt;
** [http://katemare.livejournal.com/23649.html Постскриптум]&lt;br /&gt;
&lt;br /&gt;
==== Цифровые книги ====&lt;br /&gt;
* [http://katemare.livejournal.com/39038.html Цена на читалки]&lt;br /&gt;
* [http://katemare.livejournal.com/39949.html Почему магазин Киндла теперь разделён на страны]&lt;br /&gt;
* [http://katemare.livejournal.com/46556.html Кори Доктороу: А ведь вы любите читать с экрана]&lt;br /&gt;
* [http://katemare.livejournal.com/48257.html Блог об электронных книгах на русском]&lt;br /&gt;
&lt;br /&gt;
=== Обзоры книг ===&lt;br /&gt;
* [http://katemare.livejournal.com/28708.html &amp;quot;Золотой демон&amp;quot; и &amp;quot;Faery Reel&amp;quot;]&lt;br /&gt;
* [http://katemare.livejournal.com/29901.html Зоосити]&lt;br /&gt;
* [http://katemare.livejournal.com/41896.html Страж фараона]&lt;br /&gt;
&lt;br /&gt;
=== Журналистика и СМИ ===&lt;br /&gt;
* [http://katemare.livejournal.com/26170.html &amp;quot;Каждый имеет право на своё мнение&amp;quot;]&lt;br /&gt;
* [http://katemare.livejournal.com/41010.html Газетные заголовки в английском]&lt;br /&gt;
&lt;br /&gt;
=== Комиксы ===&lt;br /&gt;
==== Обзоры комиксов ====&lt;br /&gt;
* [http://katemare.livejournal.com/22982.html Обзор нескольких культурных комиксов]&lt;br /&gt;
&lt;br /&gt;
== Фильмы ==&lt;br /&gt;
=== Аниме ===&lt;br /&gt;
* [http://katemare.livejournal.com/36859.html Заставка &amp;quot;Воспетого&amp;quot;]&lt;br /&gt;
* [http://katemare.livejournal.com/38663.html Сага о Гуине]&lt;br /&gt;
* [http://katemare.livejournal.com/39627.html Воспетый]&lt;br /&gt;
&lt;br /&gt;
== Музыка ==&lt;br /&gt;
* [http://katemare.livejournal.com/30400.html The World is Just Awesome]&lt;br /&gt;
* [http://katemare.livejournal.com/34730.html Everything I Want]&lt;br /&gt;
* [http://katemare.livejournal.com/36859.html Заставка &amp;quot;Воспетого&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== О языках ==&lt;br /&gt;
* [http://katemare.livejournal.com/40693.html Многоязычное будущее]&lt;br /&gt;
&lt;br /&gt;
=== Русский язык ===&lt;br /&gt;
* [http://katemare.livejournal.com/24996.html Большой сильный русский язык]&lt;br /&gt;
* [http://katemare.livejournal.com/37088.html Встретились как-то финн с грузином...]&lt;br /&gt;
* [http://katemare.livejournal.com/44929.html Рассуждение о величии и могучии]&lt;br /&gt;
&lt;br /&gt;
==== Новое в русском ====&lt;br /&gt;
Заметки о узусе и практической норме русского языка, не зафиксированной в официальной норме.&lt;br /&gt;
# [http://katemare.livejournal.com/20854.html Вступление]&lt;br /&gt;
# [http://katemare.livejournal.com/21089.html Согласование заимствованных слов и торговых марок]&lt;br /&gt;
# [http://katemare.livejournal.com/22731.html Согласование-2]&lt;br /&gt;
# [http://katemare.livejournal.com/37141.html Числа в тексте]&lt;br /&gt;
# [http://katemare.livejournal.com/37599.html Дефисы]&lt;br /&gt;
&lt;br /&gt;
=== Английский язык ===&lt;br /&gt;
См. также [[#Переводы]]&lt;br /&gt;
* [http://katemare.livejournal.com/30048.html Длина перевода]&lt;br /&gt;
* [http://katemare.livejournal.com/41010.html Газетные заголовки в английском]&lt;br /&gt;
&lt;br /&gt;
==== Слова и выражения ====&lt;br /&gt;
* [http://katemare.livejournal.com/34872.html Мгновенная смерть!]&lt;br /&gt;
* [http://katemare.livejournal.com/40836.html No-nonsense]&lt;br /&gt;
* [http://katemare.livejournal.com/46135.html Trade и shop]&lt;br /&gt;
&lt;br /&gt;
== Переводы ==&lt;br /&gt;
=== Мои переводы ===&lt;br /&gt;
* [http://katemare.livejournal.com/23535.html Культура общего: Почему для вас полезно отказаться от копирайта.]&lt;br /&gt;
** [http://katemare.livejournal.com/23649.html Постскриптум]&lt;br /&gt;
* [http://katemare.livejournal.com/46556.html Кори Доктороу: А ведь вы любите читать с экрана]&lt;br /&gt;
* [http://katemare.livejournal.com/51700.html Кори Доктороу: Ода фанфикам]&lt;br /&gt;
&lt;br /&gt;
=== Переводческие задачки ===&lt;br /&gt;
* [http://katemare.livejournal.com/24321.html Кошки] - [http://katemare.livejournal.com/24699.html ответ]&lt;br /&gt;
* [http://katemare.livejournal.com/27850.html Questor] - [http://katemare.livejournal.com/27991.html ответ]&lt;br /&gt;
&lt;br /&gt;
=== Философия переводов ===&lt;br /&gt;
* [http://katemare.livejournal.com/24996.html Большой сильный русский язык]&lt;br /&gt;
* [http://katemare.livejournal.com/26901.html Названия фильмов в русском прокате]&lt;br /&gt;
* [http://katemare.livejournal.com/30048.html Длина перевода]&lt;br /&gt;
* [http://katemare.livejournal.com/30542.html Перевод языка и культуры]&lt;br /&gt;
** [http://katemare.livejournal.com/47903.html Перевод на эскимосскую культуру]&lt;br /&gt;
* [http://katemare.livejournal.com/46642.html О лёгких переводах]&lt;br /&gt;
&lt;br /&gt;
== Обзоры ==&lt;br /&gt;
* [[#Обзоры видеоигр]]&lt;br /&gt;
* [[#Обзоры комиксов]]&lt;br /&gt;
* [[#Обзоры книг]]&lt;br /&gt;
&lt;br /&gt;
== Наука и естествознание ==&lt;br /&gt;
=== Животные и биология ===&lt;br /&gt;
* [http://katemare.livejournal.com/29435.html Эволюция]&lt;br /&gt;
* [http://katemare.livejournal.com/44420.html Странные вымершие создания]&lt;br /&gt;
&lt;br /&gt;
== О животных ==&lt;br /&gt;
См. также [[#Животные и биология]].&lt;br /&gt;
&lt;br /&gt;
* [http://katemare.livejournal.com/21911.html Много имён пумы]&lt;br /&gt;
* [http://katemare.livejournal.com/28636.html Весёлая гиена (видео)]&lt;br /&gt;
* [http://katemare.livejournal.com/38663.html Сага о Гуине]&lt;br /&gt;
&lt;br /&gt;
== Удивительное ==&lt;br /&gt;
* [http://katemare.livejournal.com/25407.html Советский хоббит]&lt;br /&gt;
* [http://katemare.livejournal.com/34292.html Каппадокия]&lt;br /&gt;
* [http://katemare.livejournal.com/33235.html Соляная архитектура]&lt;br /&gt;
* [http://katemare.livejournal.com/44420.html Странные вымершие создания]&lt;br /&gt;
&lt;br /&gt;
== По содержанию ==&lt;br /&gt;
=== Видео ===&lt;br /&gt;
См. также [[#Аниме]], [[#Музыка]]&lt;br /&gt;
* [http://katemare.livejournal.com/25407.html Советский хоббит]&lt;br /&gt;
* [http://katemare.livejournal.com/34292.html Каппадокия]&lt;br /&gt;
&lt;br /&gt;
=== Изображения ===&lt;br /&gt;
* [http://katemare.livejournal.com/44420.html Странные вымершие создания]&lt;br /&gt;
&lt;br /&gt;
=== Цитаты ===&lt;br /&gt;
* [http://katemare.livejournal.com/41438.html Несколько цитат о видеоиграх]&lt;br /&gt;
* [http://katemare.livejournal.com/45718.html Ещё о &amp;quot;бесплатных&amp;quot; играх]&lt;br /&gt;
* [http://katemare.livejournal.com/45377.html Неприкосновенность частной жизни]&lt;br /&gt;
* [http://katemare.livejournal.com/46928.html Гостиница &amp;quot;Экономическая&amp;quot;]&lt;br /&gt;
* [http://katemare.livejournal.com/47570.html Ещё цитата о &amp;quot;бесплатных&amp;quot; играх]&lt;br /&gt;
* [http://katemare.livejournal.com/47903.html Перевод на эскимосскую культуру]&lt;br /&gt;
&lt;br /&gt;
=== Ссылки ===&lt;br /&gt;
* [http://katemare.livejournal.com/42604.html Четыре валюты]&lt;br /&gt;
* [http://katemare.livejournal.com/44929.html Рассуждение о величии и могучии]&lt;br /&gt;
* [http://katemare.livejournal.com/48257.html Блог об электронных книгах на русском]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12650</id>
		<title>Шаблон:Идея игры</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12650"/>
				<updated>2013-11-08T18:16:49Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{блок&lt;br /&gt;
| ширина = 250&lt;br /&gt;
| заголовок = Это идея игры.&lt;br /&gt;
| Распространяется согласно условиям Creative Commons 3.0.&amp;lt;br&amp;gt;Авторство указано в [{{fullurl:{{FULLPAGENAME}}|action=history}} истории].&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{архив|}}}|&amp;lt;br&amp;gt;''Датировка'': [{{{архив}}} 1], [{{{архив истории}}} 2]}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Категория:Идеи игр]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12649</id>
		<title>Ракетосалон</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12649"/>
				<updated>2013-11-06T22:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = http://www.peeep.us/3aa274bd&lt;br /&gt;
| архив истории = http://www.peeep.us/851b1677&lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка и казуальный бизнес''&lt;br /&gt;
&lt;br /&gt;
Игрок - ракетный конструктор. На каждом этапе ему дают корпус ракеты, и нужно разместить внутри детали так, чтобы ракета взлетела. Модели, прошедшие испытания, отправляются в оборот и приносят деньги. Штатные дизайнеры предлагают всё более и более странные корпусы - по их утверждению, так сейчас модно и иначе ракета не продастся! Так что конструктору приходится стискивать зубы и решать нарастающе сложную задачу по сооружению действующего ракетного механизма внутри экзотического корпуса. Но по крайней мере за вырученные из бизнеса деньги можно проводить исследования и изучать новые детали. А между делом игрока будут развлекать (или ужасать) выпуски газет, рассказывающие об успехах его предыдущих моделей.&lt;br /&gt;
&lt;br /&gt;
== Похожие игры ==&lt;br /&gt;
* GameDev Story&lt;br /&gt;
&lt;br /&gt;
== Игровой процесс ==&lt;br /&gt;
=== Основной игровой процесс - конструирование ===&lt;br /&gt;
На основном игровом экране игрок размещает детали ракеты внутри корпуса. Корпус показан в разрезе. Внутри уже размещён жилой блок, переместить который нельзя. В свободном месте экрана вне корпуса расположена лента с доступными игроку блоками, которые он может перетянуть пальцем в пустые области корпуса. Также блоки можно поворачивать с помощью движения двумя пальцами. Каждый блок стоит определённых денег, из суммы которых складывается стоимость ракеты - она не должна превысить привлекательность ракеты, зависящую от нескольких факторов (см. [[#Салон|ниже]]). Кроме того, ракета должна взлететь и покинуть атмосферу. Когда игрок считает, что его ракета готова, но нажимает кнопку &amp;quot;Пуск&amp;quot; и смотрит пробный запуск (даже если ракета разбивается, деньги не вычитаются - игрок не должен бояться проводить запуски).&lt;br /&gt;
&lt;br /&gt;
Чтобы ракета полетела, у неё должен быть двигатель и топливо. Кроме того, к жилому блоку должен быть подключён блок жизнеобеспечения, иначе модель не пригодна для продажи. В зависимости от рекомендаций дизайнеров, могут потребоваться и другие блоки: например, голопалуба - куда же современная ракета без неё? Необходимым деталям нужно не просто найти место внутри ракеты, но и соединить те, которые должны быть соединены: например, двигатель с топливом. Это может быть сделано соприкосновением блоков, через коммуникации или, когда игроку будут доступны более продвинутые блоки, через нуль-блоки (телепортацию).&lt;br /&gt;
&lt;br /&gt;
Когда ракета готова и прошла испытания, игрока поздравляют, а модель отправляется в салон.&lt;br /&gt;
&lt;br /&gt;
=== Салон ===&lt;br /&gt;
Готовая ракета попадает в салон, который выглядит как автосалон, но с ракетами. Она уже не в разрезе, игрок видит её во всей красе. Она стоит посередине салона (или по крайней мере в середине обозреваемой части салона), и вокруг неё ходят люди - обыватели, словно выбирающие машину. Они подходят, присматриваются, над их головами возникают облачка мыслей, некоторые совершают покупку - над их головами взлетает цена ракеты; некоторые отмахиваются и уходят.&lt;br /&gt;
&lt;br /&gt;
Капитал игрока прибавляется в реальном времени со скоростью, зависящей от разницы между стоимостью ракеты и её ''привлекательностью''. Привлекательность зависит от корпуса, технических характеристик, а также переменных обстоятельств, таких как мода и новости. Например, если в моде белые ракеты, то именно этот цвет будет продаваться горячее всего. Если новости - о войне в инопланетными захватчиками, то на привлекательность сильно повлияет вооружение ракеты.&lt;br /&gt;
&lt;br /&gt;
Роль этого экрана - декоративная, потешить эго игрока. Единственная полезная информация, которую игрок может почерпнуть здесь - это степень прибыльности текущей модели, а также преимущества и недостатки, которые потребители в ней видят. Это о может заключить по их облачкам с мыслями и частоте покупки по сравнению с частотой отказа. Кроме того, это также стилизованное главное меню игры, поскольку отсюда игрок попадает на экраны [[#Исследования|исследований]], [[#Основной игровой процесс - конструирование|конструирования]] и [[#Управление|управления]], а также может посмотреть актуальный выпуск [[#Газета|газеты]].&lt;br /&gt;
&lt;br /&gt;
=== Исследования ===&lt;br /&gt;
Сначала игроку доступно всего несколько громоздких блоков. Ещё несколько затенённых блоков ему видны, но недоступны для покупки - это те блоки, которые он может исследовать. Исследование стоит денег и требует некоторого времени. Именно оно определяет скорость прогресса по игре.&lt;br /&gt;
&lt;br /&gt;
Блоки составляют технологическое дерево: исследовав некий блок, игрок открывает несколько новых. Описание каждого он может прочесть, чтобы точно представлять, какое преимущество он получит.&lt;br /&gt;
&lt;br /&gt;
=== Газета ===&lt;br /&gt;
Раз в некий период игрового времени или чаще игроку приходит газета (электронная, конечно), состоящая из моды и новостей. Эти фрагменты случайно выбираются из заранее заданных. В газете могут быть и другие сведения, вызывающие интерес игрока: например, история о том, как семья так засмотрелась квантового телевизора, что вылетела за пределы солнечной системы.&lt;br /&gt;
&lt;br /&gt;
=== Управление ===&lt;br /&gt;
На экране управления игрок видит все созданные им ранее модели ракет и их стоимость. Он может поставить любую из них в салон (минимум на игровые сутки) или создать новую модель на основе старой, отредактировав последнюю. Также он может перекрашивать старые модели (но не новые - дизайнеры лучше знают, какого цвета должен быть модный корпус). Эти действия позволяют игроку почувствовать возможность принимать решения, спасут его в случае очень уж неудачной текущей модели, а также при внимательном прочтении газеты позволят иногда заработать больше денег, выбрав наиболее подходящую к обстоятельствам ракету.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12648</id>
		<title>Шаблон:Идея игры</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12648"/>
				<updated>2013-11-06T12:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Откровенно говоря, защитить себя по пункту &amp;quot;Non-commercial&amp;quot; я не смогу, пусть хотя бы в случае чего ставится имя.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{блок&lt;br /&gt;
| заголовок = Это идея игры.&lt;br /&gt;
| Распространяется согласно условиям Creative Commons 3.0.&amp;lt;br&amp;gt;Авторство указано в [{{fullurl:{{FULLPAGENAME}}|action=history}} истории].&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{архив|}}}|&amp;lt;br&amp;gt;''Датировка'': [{{{архив}}} 1], [{{{архив истории}}} 2]}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Категория:Идеи игр]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12647</id>
		<title>Ракетосалон</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12647"/>
				<updated>2013-11-06T12:01:00Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = &lt;br /&gt;
| архив истории = &lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка и казуальный бизнес''&lt;br /&gt;
&lt;br /&gt;
Игрок - ракетный конструктор. На каждом этапе ему дают корпус ракеты, и нужно разместить внутри детали так, чтобы ракета взлетела. Модели, прошедшие испытания, отправляются в оборот и приносят деньги. Штатные дизайнеры предлагают всё более и более странные корпусы - по их утверждению, так сейчас модно и иначе ракета не продастся! Так что конструктору приходится стискивать зубы и решать нарастающе сложную задачу по сооружению действующего ракетного механизма внутри экзотического корпуса. Но по крайней мере за вырученные из бизнеса деньги можно проводить исследования и изучать новые детали. А между делом игрока будут развлекать (или ужасать) выпуски газет, рассказывающие об успехах его предыдущих моделей.&lt;br /&gt;
&lt;br /&gt;
== Похожие игры ==&lt;br /&gt;
* GameDev Story&lt;br /&gt;
&lt;br /&gt;
== Игровой процесс ==&lt;br /&gt;
=== Основной игровой процесс - конструирование ===&lt;br /&gt;
На основном игровом экране игрок размещает детали ракеты внутри корпуса. Корпус показан в разрезе. Внутри уже размещён жилой блок, переместить который нельзя. В свободном месте экрана вне корпуса расположена лента с доступными игроку блоками, которые он может перетянуть пальцем в пустые области корпуса. Также блоки можно поворачивать с помощью движения двумя пальцами. Каждый блок стоит определённых денег, из суммы которых складывается стоимость ракеты - она не должна превысить привлекательность ракеты, зависящую от нескольких факторов (см. [[#Салон|ниже]]). Кроме того, ракета должна взлететь и покинуть атмосферу. Когда игрок считает, что его ракета готова, но нажимает кнопку &amp;quot;Пуск&amp;quot; и смотрит пробный запуск (даже если ракета разбивается, деньги не вычитаются - игрок не должен бояться проводить запуски).&lt;br /&gt;
&lt;br /&gt;
Чтобы ракета полетела, у неё должен быть двигатель и топливо. Кроме того, к жилому блоку должен быть подключён блок жизнеобеспечения, иначе модель не пригодна для продажи. В зависимости от рекомендаций дизайнеров, могут потребоваться и другие блоки: например, голопалуба - куда же современная ракета без неё? Необходимым деталям нужно не просто найти место внутри ракеты, но и соединить те, которые должны быть соединены: например, двигатель с топливом. Это может быть сделано соприкосновением блоков, через коммуникации или, когда игроку будут доступны более продвинутые блоки, через нуль-блоки (телепортацию).&lt;br /&gt;
&lt;br /&gt;
Когда ракета готова и прошла испытания, игрока поздравляют, а модель отправляется в салон.&lt;br /&gt;
&lt;br /&gt;
=== Салон ===&lt;br /&gt;
Готовая ракета попадает в салон, который выглядит как автосалон, но с ракетами. Она уже не в разрезе, игрок видит её во всей красе. Она стоит посередине салона (или по крайней мере в середине обозреваемой части салона), и вокруг неё ходят люди - обыватели, словно выбирающие машину. Они подходят, присматриваются, над их головами возникают облачка мыслей, некоторые совершают покупку - над их головами взлетает цена ракеты; некоторые отмахиваются и уходят.&lt;br /&gt;
&lt;br /&gt;
Капитал игрока прибавляется в реальном времени со скоростью, зависящей от разницы между стоимостью ракеты и её ''привлекательностью''. Привлекательность зависит от корпуса, технических характеристик, а также переменных обстоятельств, таких как мода и новости. Например, если в моде белые ракеты, то именно этот цвет будет продаваться горячее всего. Если новости - о войне в инопланетными захватчиками, то на привлекательность сильно повлияет вооружение ракеты.&lt;br /&gt;
&lt;br /&gt;
Роль этого экрана - декоративная, потешить эго игрока. Единственная полезная информация, которую игрок может почерпнуть здесь - это степень прибыльности текущей модели, а также преимущества и недостатки, которые потребители в ней видят. Это о может заключить по их облачкам с мыслями и частоте покупки по сравнению с частотой отказа. Кроме того, это также стилизованное главное меню игры, поскольку отсюда игрок попадает на экраны [[#Исследования|исследований]], [[#Основной игровой процесс - конструирование|конструирования]] и [[#Управление|управления]], а также может посмотреть актуальный выпуск [[#Газета|газеты]].&lt;br /&gt;
&lt;br /&gt;
=== Исследования ===&lt;br /&gt;
Сначала игроку доступно всего несколько громоздких блоков. Ещё несколько затенённых блоков ему видны, но недоступны для покупки - это те блоки, которые он может исследовать. Исследование стоит денег и требует некоторого времени. Именно оно определяет скорость прогресса по игре.&lt;br /&gt;
&lt;br /&gt;
Блоки составляют технологическое дерево: исследовав некий блок, игрок открывает несколько новых. Описание каждого он может прочесть, чтобы точно представлять, какое преимущество он получит.&lt;br /&gt;
&lt;br /&gt;
=== Газета ===&lt;br /&gt;
Раз в некий период игрового времени или чаще игроку приходит газета (электронная, конечно), состоящая из моды и новостей. Эти фрагменты случайно выбираются из заранее заданных. В газете могут быть и другие сведения, вызывающие интерес игрока: например, история о том, как семья так засмотрелась квантового телевизора, что вылетела за пределы солнечной системы.&lt;br /&gt;
&lt;br /&gt;
=== Управление ===&lt;br /&gt;
На экране управления игрок видит все созданные им ранее модели ракет и их стоимость. Он может поставить любую из них в салон (минимум на игровые сутки) или создать новую модель на основе старой, отредактировав последнюю. Также он может перекрашивать старые модели (но не новые - дизайнеры лучше знают, какого цвета должен быть модный корпус). Эти действия позволяют игроку почувствовать возможность принимать решения, спасут его в случае очень уж неудачной текущей модели, а также при внимательном прочтении газеты позволят иногда заработать больше денег, выбрав наиболее подходящую к обстоятельствам ракету.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12646</id>
		<title>Ракетосалон</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12646"/>
				<updated>2013-11-06T11:52:50Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: /* Основной игровой процесс - конструирование */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = &lt;br /&gt;
| архив истории = &lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка и казуальный бизнес''&lt;br /&gt;
&lt;br /&gt;
Игрок - ракетный конструктор. На каждом этапе ему дают корпус ракеты, и нужно разместить внутри детали так, чтобы ракета взлетела. Модели, прошедшие испытания, отправляются в оборот и приносят деньги. Штатные дизайнеры предлагают всё более и более странные корпусы - по их утверждению, так сейчас модно и иначе ракета не продастся! Так что конструктору приходится стискивать зубы и решать нарастающе сложную задачу по сооружению действующего ракетного механизма внутри экзотического корпуса. Но по крайней мере за вырученные из бизнеса деньги можно проводить исследования и изучать новые детали. А между делом игрока будут развлекать (или ужасать) выпуски газет, рассказывающие об успехах его предыдущих моделей.&lt;br /&gt;
&lt;br /&gt;
== Похожие игры ==&lt;br /&gt;
* GameDev Story&lt;br /&gt;
&lt;br /&gt;
== Игровой процесс ==&lt;br /&gt;
=== Основной игровой процесс - конструирование ===&lt;br /&gt;
На основном игровом экране игрок размещает детали ракеты внутри корпуса. Корпус показан в разрезе. Внутри уже размещён жилой блок, переместить который нельзя. В свободном месте экрана вне корпуса расположена лента с доступными игроку блоки, которые он может перетянуть пальцем в пустые области корпуса. Также блоки можно поворачивать с помощью движения двумя пальцами. Каждый блок стоит определённых денег, из суммы которых складывается стоимость ракеты - она не должна превысить привлекательность ракеты, зависящую от нескольких факторов (см. [[#Салон|ниже]]). Кроме того, ракета должна взлететь и покинуть атмосферу. Когда игрок считает, что его ракета готова, но нажимает кнопку &amp;quot;Пуск&amp;quot; и смотрит пробный запуск (даже если ракета разбивается, деньги не вычитаются - игрок не должен бояться проводить запуски).&lt;br /&gt;
&lt;br /&gt;
Чтобы ракета полетела, у неё должен быть двигатель и топливо. Кроме того, к жилому блоку должен быть подключён блок жизнеобеспечения, иначе модель не пригодна для продажи. В зависимости от рекомендаций дизайнеров, могут потребоваться и другие блоки: например, голопалуба - куда же современная ракета без неё? Необходимым деталям нужно не просто найти место внутри ракеты, но и соединить те, которые должны быть соединены: например, двигатель с топливом. Это может быть сделано соприкосновением блоков, через коммуникации или, когда игроку будут доступны более продвинутые блоки, через нуль-блоки (телепортацию).&lt;br /&gt;
&lt;br /&gt;
Когда ракета готова и прошла испытания, игрока поздравляют, а модель отправляется в салон.&lt;br /&gt;
&lt;br /&gt;
=== Салон ===&lt;br /&gt;
Готовая ракета попадает в салон, который выглядит как автосалон, но с ракетами. Она уже не в разрезе, игрок видит её во всей красе. Она стоит посередине салона (или по крайней мере в середине обозреваемой части салона), и вокруг неё ходят люди - обыватели, словно выбирающие машину. Они подходят, присматриваются, над их головами возникают облачка мыслей, некоторые совершают покупку - над их головами взлетает цена ракеты; некоторые отмахиваются и уходят.&lt;br /&gt;
&lt;br /&gt;
Капитал игрока прибавляется в реальном времени со скоростью, зависящей от разницы между стоимостью ракеты и её ''привлекательностью''. Привлекательность зависит от корпуса, технических характеристик, а также переменных обстоятельств, таких как мода и новости. Например, если в моде белые ракеты, то именно этот цвет будет продаваться горячее всего. Если новости - о войне в инопланетными захватчиками, то на привлекательность сильно повлияет вооружение ракеты.&lt;br /&gt;
&lt;br /&gt;
Роль этого экрана - декоративная, потешить эго игрока. Единственная полезная информация, которую игрок может почерпнуть здесь - это степень прибыльности текущей модели, а также преимущества и недостатки, которые потребители в ней видят. Это о может заключить по их облачкам с мыслями и частоте покупки по сравнению с частотой отказа. Кроме того, это также стилизованное главное меню игры, поскольку отсюда игрок попадает на экраны [[#Исследования|исследований]], [[#Основной игровой процесс - конструирование|конструирования]] и [[#Управление|управления]], а также может посмотреть актуальный выпуск [[#Газета|газеты]].&lt;br /&gt;
&lt;br /&gt;
=== Исследования ===&lt;br /&gt;
Сначала игроку доступно всего несколько громоздких блоков. Ещё несколько затенённых блоков ему видны, но недоступны для покупки - это те блоки, которые он может исследовать. Исследование стоит денег и требует некоторого времени. Именно оно определяет скорость прогресса по игре.&lt;br /&gt;
&lt;br /&gt;
Блоки составляют технологическое дерево: исследовав некий блок, игрок открывает несколько новых. Описание каждого он может прочесть, чтобы точно представлять, какое преимущество он получит.&lt;br /&gt;
&lt;br /&gt;
=== Газета ===&lt;br /&gt;
Раз в некий период игрового времени или чаще игроку приходит газета (электронная, конечно), состоящая из моды и новостей. Эти фрагменты случайно выбираются из заранее заданных. В газете могут быть и другие сведения, вызывающие интерес игрока: например, история о том, как семья так засмотрелась квантового телевизора, что вылетела за пределы солнечной системы.&lt;br /&gt;
&lt;br /&gt;
=== Управление ===&lt;br /&gt;
На экране управления игрок видит все созданные им ранее модели ракет и их стоимость. Он может поставить любую из них в салон (минимум на игровые сутки) или создать новую модель на основе старой, отредактировав последнюю. Также он может перекрашивать старые модели (но не новые - дизайнеры лучше знают, какого цвета должен быть модный корпус). Эти действия позволяют игроку почувствовать возможность принимать решения, спасут его в случае очень уж неудачной текущей модели, а также при внимательном прочтении газеты позволят иногда заработать больше денег, выбрав наиболее подходящую к обстоятельствам ракету.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12645</id>
		<title>Ракетосалон</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A0%D0%B0%D0%BA%D0%B5%D1%82%D0%BE%D1%81%D0%B0%D0%BB%D0%BE%D0%BD&amp;diff=12645"/>
				<updated>2013-11-06T11:48:38Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «{{идея игры | архив =  | архив истории =  }} ''Физическая головоломка и казуальный бизнес''  Игр…»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = &lt;br /&gt;
| архив истории = &lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка и казуальный бизнес''&lt;br /&gt;
&lt;br /&gt;
Игрок - ракетный конструктор. На каждом этапе ему дают корпус ракеты, и нужно разместить внутри детали так, чтобы ракета взлетела. Модели, прошедшие испытания, отправляются в оборот и приносят деньги. Штатные дизайнеры предлагают всё более и более странные корпусы - по их утверждению, так сейчас модно и иначе ракета не продастся! Так что конструктору приходится стискивать зубы и решать нарастающе сложную задачу по сооружению действующего ракетного механизма внутри экзотического корпуса. Но по крайней мере за вырученные из бизнеса деньги можно проводить исследования и изучать новые детали. А между делом игрока будут развлекать (или ужасать) выпуски газет, рассказывающие об успехах его предыдущих моделей.&lt;br /&gt;
&lt;br /&gt;
== Похожие игры ==&lt;br /&gt;
* GameDev Story&lt;br /&gt;
&lt;br /&gt;
== Игровой процесс ==&lt;br /&gt;
=== Основной игровой процесс - конструирование ===&lt;br /&gt;
На основном игровом экране игрок размещает детали ракеты внутри корпуса. Корпус показан в разрезе. Внутри уже размещён жилой блок, переместить который нельзя. В свободном месте экрана вне корпуса расположена лента с доступными игроку блоки, которые он может перетянуть пальцем в пустые области корпуса. Каждый блок стоит определённых денег, из суммы которых складывается стоимость ракеты - она не должна превысить привлекательность ракеты, зависящую от нескольких факторов (см. [[#Салон|ниже]]). Кроме того, ракета должна взлететь и покинуть атмосферу. Когда игрок считает, что его ракета готова, но нажимает кнопку &amp;quot;Пуск&amp;quot; и смотрит пробный запуск (даже если ракета разбивается, деньги не вычитаются - игрок не должен бояться проводить запуски).&lt;br /&gt;
&lt;br /&gt;
Чтобы ракета полетела, у неё должен быть двигатель и топливо. Кроме того, к жилому блоку должен быть подключён блок жизнеобеспечения, иначе модель не пригодна для продажи. В зависимости от рекомендаций дизайнеров, могут потребоваться и другие блоки: например, голопалуба - куда же современная ракета без неё? Необходимым деталям нужно не просто найти место внутри ракеты, но и соединить те, которые должны быть соединены: например, двигатель с топливом. Это может быть сделано соприкосновением блоков, через коммуникации или, когда игроку будут доступны более продвинутые блоки, через нуль-блоки (телепортацию).&lt;br /&gt;
&lt;br /&gt;
Когда ракета готова и прошла испытания, игрока поздравляют, а модель отправляется в салон.&lt;br /&gt;
&lt;br /&gt;
=== Салон ===&lt;br /&gt;
Готовая ракета попадает в салон, который выглядит как автосалон, но с ракетами. Она уже не в разрезе, игрок видит её во всей красе. Она стоит посередине салона (или по крайней мере в середине обозреваемой части салона), и вокруг неё ходят люди - обыватели, словно выбирающие машину. Они подходят, присматриваются, над их головами возникают облачка мыслей, некоторые совершают покупку - над их головами взлетает цена ракеты; некоторые отмахиваются и уходят.&lt;br /&gt;
&lt;br /&gt;
Капитал игрока прибавляется в реальном времени со скоростью, зависящей от разницы между стоимостью ракеты и её ''привлекательностью''. Привлекательность зависит от корпуса, технических характеристик, а также переменных обстоятельств, таких как мода и новости. Например, если в моде белые ракеты, то именно этот цвет будет продаваться горячее всего. Если новости - о войне в инопланетными захватчиками, то на привлекательность сильно повлияет вооружение ракеты.&lt;br /&gt;
&lt;br /&gt;
Роль этого экрана - декоративная, потешить эго игрока. Единственная полезная информация, которую игрок может почерпнуть здесь - это степень прибыльности текущей модели, а также преимущества и недостатки, которые потребители в ней видят. Это о может заключить по их облачкам с мыслями и частоте покупки по сравнению с частотой отказа. Кроме того, это также стилизованное главное меню игры, поскольку отсюда игрок попадает на экраны [[#Исследования|исследований]], [[#Основной игровой процесс - конструирование|конструирования]] и [[#Управление|управления]], а также может посмотреть актуальный выпуск [[#Газета|газеты]].&lt;br /&gt;
&lt;br /&gt;
=== Исследования ===&lt;br /&gt;
Сначала игроку доступно всего несколько громоздких блоков. Ещё несколько затенённых блоков ему видны, но недоступны для покупки - это те блоки, которые он может исследовать. Исследование стоит денег и требует некоторого времени. Именно оно определяет скорость прогресса по игре.&lt;br /&gt;
&lt;br /&gt;
Блоки составляют технологическое дерево: исследовав некий блок, игрок открывает несколько новых. Описание каждого он может прочесть, чтобы точно представлять, какое преимущество он получит.&lt;br /&gt;
&lt;br /&gt;
=== Газета ===&lt;br /&gt;
Раз в некий период игрового времени или чаще игроку приходит газета (электронная, конечно), состоящая из моды и новостей. Эти фрагменты случайно выбираются из заранее заданных. В газете могут быть и другие сведения, вызывающие интерес игрока: например, история о том, как семья так засмотрелась квантового телевизора, что вылетела за пределы солнечной системы.&lt;br /&gt;
&lt;br /&gt;
=== Управление ===&lt;br /&gt;
На экране управления игрок видит все созданные им ранее модели ракет и их стоимость. Он может поставить любую из них в салон (минимум на игровые сутки) или создать новую модель на основе старой, отредактировав последнюю. Также он может перекрашивать старые модели (но не новые - дизайнеры лучше знают, какого цвета должен быть модный корпус). Эти действия позволяют игроку почувствовать возможность принимать решения, спасут его в случае очень уж неудачной текущей модели, а также при внимательном прочтении газеты позволят иногда заработать больше денег, выбрав наиболее подходящую к обстоятельствам ракету.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%97%D0%B0%D0%B3%D0%BB%D0%B0%D0%B2%D0%BD%D0%B0%D1%8F_%D1%81%D1%82%D1%80%D0%B0%D0%BD%D0%B8%D1%86%D0%B0&amp;diff=12644</id>
		<title>Заглавная страница</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%97%D0%B0%D0%B3%D0%BB%D0%B0%D0%B2%D0%BD%D0%B0%D1%8F_%D1%81%D1%82%D1%80%D0%B0%D0%BD%D0%B8%D1%86%D0%B0&amp;diff=12644"/>
				<updated>2013-11-06T10:35:45Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Блок|прилипание текста=center|'''[[Main Page|In English / По-английски]]'''}}&lt;br /&gt;
&lt;br /&gt;
Это вики для игр по переписке и записей к играм.&lt;br /&gt;
&lt;br /&gt;
Проекты:&lt;br /&gt;
* '''[[Минимум]]'''&lt;br /&gt;
* '''[[Кланы и кони]]'''&lt;br /&gt;
* [[Деятельный раздел]]&lt;br /&gt;
&lt;br /&gt;
Остановленные или завершившиеся игры:&lt;br /&gt;
* '''[[Универсалис 1]]'''&lt;br /&gt;
* '''[[Dungeons and Dragons 1]]''' (закончено)&lt;br /&gt;
* '''[[Универсалис 2]]'''&lt;br /&gt;
* '''[[Универсалис 3]]'''&lt;br /&gt;
* '''[[Mutants in Avalon 1]]''' (остановлено на генерёжке)&lt;br /&gt;
* '''[[:Категория:After the Bomb 1|Mutants in Yucatan]]''' (остановлено)&lt;br /&gt;
* '''[[:Категория:Dungeons &amp;amp; Dragons 3|Dungeons &amp;amp; Dragons 3]]''' (приостановлено на генерёжке)&lt;br /&gt;
* '''[[Dungeons and Dragons 2]]''' — дракончики (временно приостановлено)&lt;br /&gt;
* '''[[Универсалис 4]]''' — дайкайдзю (отменено)&lt;br /&gt;
* '''[[Универсалис 5]]''' — Dark Heresy&lt;br /&gt;
* '''[[After the Bomb 2]]''' — тестовый бой.&lt;br /&gt;
* '''[[:Категория:Ролекон|Ролекон-Мини, весна 2012]]'''&lt;br /&gt;
&lt;br /&gt;
См. также [[:Категория:Идеи игр|Идеи видеоигр]].&lt;br /&gt;
&lt;br /&gt;
{| width=200&lt;br /&gt;
| &amp;lt;inputbox&amp;gt;&lt;br /&gt;
bgcolor=#FFF&lt;br /&gt;
type=create&lt;br /&gt;
width=30&lt;br /&gt;
&amp;lt;/inputbox&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[en:Main Page]]&lt;br /&gt;
[[Категория:Русская вики Ролевой Площадки]]&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:%D0%98%D0%B4%D0%B5%D0%B8_%D0%B8%D0%B3%D1%80&amp;diff=12643</id>
		<title>Категория:Идеи игр</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:%D0%98%D0%B4%D0%B5%D0%B8_%D0%B8%D0%B3%D1%80&amp;diff=12643"/>
				<updated>2013-11-06T10:35:05Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «Категория:Русская вики Ролевой Площадки»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Категория:Русская вики Ролевой Площадки]]&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Treebark&amp;diff=12642</id>
		<title>Treebark</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Treebark&amp;diff=12642"/>
				<updated>2013-10-12T11:23:25Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Half-Elf Druid''' 6 / '''[http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness-seeker Brightness Seeker]''' 5&lt;br /&gt;
:'''N Medium humanoid''' (elf, human)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)&lt;br /&gt;
:'''hp''' 67 (11d8+11); acid resistance 10 ([[#Earth Domain]])&lt;br /&gt;
:'''Fort''' +10 (+1 Con, +5 Druid, +3 Seeker, +1 equip)&lt;br /&gt;
:'''Ref''' +9 (+2 Dex, +2 feat, +2 Druid, +1 equip, +2 Seeker)&lt;br /&gt;
:'''Will''' +15 (+4 Wis, +5 Druid, +3 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 20 ft. (due to armor; 30 ft base)&lt;br /&gt;
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +9 (1d4–1)&lt;br /&gt;
:'''Special Attacks''' [[#Wild Shape]] 5/day&lt;br /&gt;
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)&lt;br /&gt;
: 7/day — acid dart (from [[#Earth domain]]).&lt;br /&gt;
&lt;br /&gt;
'''Druid [[#Spells]] Prepared''' (CL 6th; concentration +10)&lt;br /&gt;
:'''3rd''': [[#Spike Growth]] (DC 17), [[#Daylight]], [[#Stone Shape]] D&lt;br /&gt;
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Summon Swarm]], [[#Soften Earth and Stone]] D&lt;br /&gt;
:'''1st''': [[#Cure Light Wounds]], [[#Obscuring Mist]], [[#Faery Fire]], [[#Speak with Animals]], [[#Magic Stone]] D&lt;br /&gt;
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]&lt;br /&gt;
:''D'': Domain spell; [[#Earth domain]]&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +7 (+4 Druid +3 Seeker); '''CMB''' +6 (+7 BAB, -1 Str); '''CMD''' 18 (10 +7 BAB, -1 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: ''Dodge'': +1 dodge to AC&lt;br /&gt;
* 3rd: ''Lightning Reflexes'': +2 to Ref&lt;br /&gt;
* 5th: ''Natural Spell'': Allows to cast spells while wild shaped&lt;br /&gt;
* 7th: ''Skill Focus'' (Survival): +3 bonus to skill&lt;br /&gt;
* 9th: ''Iron Will'': Will save +2&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker&lt;br /&gt;
* Climb +3 (1 rank, -1 Str, +3 default)&lt;br /&gt;
* [[#Fly]] +9 (4 rank, +2 Dex, +3 default)&lt;br /&gt;
* [[#Swim]] +4 (2 rank, -1 Str, +3 default)&lt;br /&gt;
* Handle Animal +6 (3 rank, +3 default, +0 Cha)&lt;br /&gt;
* Heal +10 (3 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)&lt;br /&gt;
* Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)&lt;br /&gt;
* Knowledge (the planes) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Perception +11 (4 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Spellcraft +7 (3 ranks, +3 default, +1 Int)&lt;br /&gt;
* Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Druidic, Elven, Undercommon, Skald&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Elf blood: Counts as elf for purpose of effects working on elves.&lt;br /&gt;
* Nature bond ([[#Earth domain]])&lt;br /&gt;
* [[#Nature sense]]: +2 to Know (nature) and Survival.&lt;br /&gt;
* [[#Trackless Step]]: leaves no trail in natural surroundings and cannot be tracked.&lt;br /&gt;
* [[#Wild Empathy]] +6 (Druid level + Cha mod)&lt;br /&gt;
* [[#Woodland Stride]]: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.&lt;br /&gt;
* [[#Discover Omen]]: Meditate to grant insight bonus (+1).&lt;br /&gt;
* [[#Favored Pilgrim]]: Improves elves' attitude.&lt;br /&gt;
* [[#Tranquility]]: +10 to saves vs. fear&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* Wand of [[#Cure Light Wounds]] (47 charges)&lt;br /&gt;
* Potions of Cure Medium Woulds x2&lt;br /&gt;
* Potion of Levitate&lt;br /&gt;
* [[#Alchemist's Fire]] (3)&lt;br /&gt;
* Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
*  +1 hide armor&lt;br /&gt;
* Heavy wooden shield&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Sickle&lt;br /&gt;
* Cloak of resistance +1&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Holly and mistletoe: used as divine focus&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouc&lt;br /&gt;
* 91 gp&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
Alignment: Any neutral&lt;br /&gt;
&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).&lt;br /&gt;
&lt;br /&gt;
Skill Ranks Per Level: 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  rowspan=2 | Lvl&lt;br /&gt;
! rowspan=2 | BAB&lt;br /&gt;
! rowspan=2 | Fort &lt;br /&gt;
! rowspan=2 | Ref &lt;br /&gt;
! rowspan=2 | Will&lt;br /&gt;
! rowspan=2 | Special&lt;br /&gt;
! colspan=10 | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +2 || +0 || +2 || Nature bond ([[#Earth Domain]]), [[#Nature Sense]], [[#Orisons]], [[#Wild Empathy]]&lt;br /&gt;
| 3 || 1 || — ||  — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +3 || +0 || +3 || [[#Woodland Stride]]&lt;br /&gt;
|4  || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| +2 || +3 || +1 || +3 || #Trackless Step]]&lt;br /&gt;
| 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| +3 || +4 || +1 || +4 || [[#Resist Nature's Lure]], [[#Wild Shape]] (1/day)&lt;br /&gt;
| 4 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 5th &lt;br /&gt;
| +3 || +4 || +1 || +4 	&lt;br /&gt;
| 4 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 6th &lt;br /&gt;
| +4 || +5 || +2 || +5 || Wild shape (2/day)&lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Earth Domain ====&lt;br /&gt;
;Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.&lt;br /&gt;
&lt;br /&gt;
;Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
;Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.&lt;br /&gt;
&lt;br /&gt;
Domain Spells:&lt;br /&gt;
# [[#Magic Stone]]&lt;br /&gt;
# [[#Soften Earth and Stone]]&lt;br /&gt;
# [[#Stone Shape]]&lt;br /&gt;
# Spike stones&lt;br /&gt;
# Wall of stone&lt;br /&gt;
# Stoneskin&lt;br /&gt;
# Elemental body IV (earth only)&lt;br /&gt;
# Earthquake&lt;br /&gt;
# Elemental swarm (earth spell only)&lt;br /&gt;
&lt;br /&gt;
==== Wild Empathy ====&lt;br /&gt;
Wild Empathy (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid can improve the attitude of an animal. This ability functions just like a [[#Diplomacy]] check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.&lt;br /&gt;
&lt;br /&gt;
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.&lt;br /&gt;
&lt;br /&gt;
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.&lt;br /&gt;
&lt;br /&gt;
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.&lt;br /&gt;
&lt;br /&gt;
===== Diplomacy =====&lt;br /&gt;
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:''Succeed'': If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.&lt;br /&gt;
:''Fail'': If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.&lt;br /&gt;
&lt;br /&gt;
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! Starting Attitude !! Diplomacy DC&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 25+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Unfriendly || 20+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Indifferent || 15+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Friendly || 10+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Helpful || 0+ creature's Cha Modifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! Request !! Diplomacy Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Give simple advice or directions || –5&lt;br /&gt;
|-&lt;br /&gt;
| Give detailed advice || +0&lt;br /&gt;
|-&lt;br /&gt;
| Give simple aid || +0&lt;br /&gt;
|-&lt;br /&gt;
| Reveal an unimportant secret || +5&lt;br /&gt;
|-&lt;br /&gt;
| Give lengthy or complicated aid || +5&lt;br /&gt;
|-&lt;br /&gt;
| Give dangerous aid || +10&lt;br /&gt;
|-&lt;br /&gt;
| Reveal secret knowledge || +10 or more&lt;br /&gt;
|-&lt;br /&gt;
| Give aid that could result in punishment || +15 or more&lt;br /&gt;
|}&lt;br /&gt;
Additional requests 	+5 per request&lt;br /&gt;
&lt;br /&gt;
==== Nature Sense ====&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
==== Woodland Stride ====&lt;br /&gt;
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.&lt;br /&gt;
&lt;br /&gt;
==== Trackless Step ====&lt;br /&gt;
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
&lt;br /&gt;
==== Resist Nature's Lure =====&lt;br /&gt;
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.&lt;br /&gt;
&lt;br /&gt;
=== Brightness Seeker ===&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Brightness Seeker, a character must fulfill all of the following criteria:&lt;br /&gt;
* Feat: Iron Will&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Skills: Perception 1 rank, Survival 1 rank, Knowledge (nature) 1 rank and Knowledge (religion) 5 ranks (or vice versa).&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The Brightness Seeker's class skills (and the key ability for each) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).&lt;br /&gt;
&lt;br /&gt;
Skill Points at Each Level: 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  Lvl&lt;br /&gt;
! BAB&lt;br /&gt;
! Fort &lt;br /&gt;
! Ref &lt;br /&gt;
! Will&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +1 || +0 || +1 || [[#Discover Omen]], [[#Favored Pilgrim]]&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +1 || +1 || +1 || [[#Channel Past Incarnation]], [[#Tranquility]]&lt;br /&gt;
|-&lt;br /&gt;
! 3nd &lt;br /&gt;
| +2 || +2 || +1 || +2 || [[#Common ground]], wild shape 1/day&lt;br /&gt;
|-&lt;br /&gt;
! 4nd &lt;br /&gt;
| +3 || +2 || +1 || +2 || [[#One with nature]], [[#tranquility aura]]&lt;br /&gt;
|-&lt;br /&gt;
! 5nd &lt;br /&gt;
| +3 || +3 || +2 || +3 || [[#Rebirth]], wild shape 2/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Discover Omen ====&lt;br /&gt;
;Discover Omen (Su)&lt;br /&gt;
&lt;br /&gt;
All Brightness Seekers know how to interpret the omens the natural world presents to them in order to discover lucky or unlucky actions for themselves and others. Once per day per class level, a Brightness Seeker may attempt to forecast the future of herself or a creature within 30 ft.&lt;br /&gt;
&lt;br /&gt;
Searching for an omen takes 1 hour of uninterrupted meditation; the Brightness Seeker rolls 1d20 and adds her class level and Charisma modifier to determine the omen check result. She may add a +3 to her roll if she knows the target’s birthday and birth month, the target’s true name or birth name, or his city of birth (or similarly specific geographic area); these bonuses stack if she knows more than one of these things. If the check result is 20 or higher, she learns an omen regarding that creature’s next 24 hours. She may perform multiple forecasts for the same creature if the initial check fails to reveal an omen, but once she achieves a result, she cannot forecast for that creature again until a day has passed.&lt;br /&gt;
&lt;br /&gt;
A creature who knows his omen may utilize a one-time insight bonus equal to the Brightness Seeker’s class level. This bonus may be used on any single attack roll, ability check, skill check, or saving throw made by the creature. Alternatively, he can apply the insight bonus to his AC against a single attack targeting them (even if flat-footed). Activating the effect doesn’t take an action; the character can even activate the bonus on another creature’s turn if needed. The character must choose to use this bonus before making the roll it is to modify. Once used, the effect of the omen ends. &lt;br /&gt;
&lt;br /&gt;
==== Favored Pilgrim ====&lt;br /&gt;
;Favored Pilgrim (Ex)&lt;br /&gt;
&lt;br /&gt;
Most elves revere Brightness Seekers, and will often do whatever they can to help them complete their personal journeys through their current incarnations. Elves who believe in the Brightness who normally would have an initial attitude of hostile, unfriendly, or indifferent toward the character instead start as one step closer to friendly when dealing with the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Channel Past Incarnation ====&lt;br /&gt;
;Channel Past Incarnation (Su)&lt;br /&gt;
&lt;br /&gt;
At 2nd level, Brightness Seekers establish a mystical connection with their previous lives spent as simple creatures of the forest or field. Once per day, a Brightness Seeker may spend 1 hour meditating to manifest one of the special qualities detailed below. This special quality remains for 1 day or until the Brightness Seeker changes form or dismisses it.&lt;br /&gt;
&lt;br /&gt;
* Bite and claws (1d6 points of damage each)&lt;br /&gt;
* [[#Blindsense]] 30 ft. (sound-based, like a bat)&lt;br /&gt;
* [[#Darkvision]] 60 ft.&lt;br /&gt;
* [[#Scent]]&lt;br /&gt;
* Temperature-adapted (as [[#Endure Elements]])&lt;br /&gt;
* Thick hide (+3 natural armor bonus to AC)&lt;br /&gt;
* Waterborn ([[#Swim]] speed 40 ft., can breathe water and air)&lt;br /&gt;
* Wings (average maneuverability, [[#Fly]] speed 40 ft.)&lt;br /&gt;
&lt;br /&gt;
==== Tranquility ====&lt;br /&gt;
;Tranquility (Ex)&lt;br /&gt;
&lt;br /&gt;
At 2nd level, Brightness Seekers awaken memories of their past incarnations and realize that even death is merely a threshold to another existence rather than something to be feared. They gain a +10 resistance bonus on saves against fear effects. &lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.&lt;br /&gt;
&lt;br /&gt;
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.&lt;br /&gt;
&lt;br /&gt;
;Spontaneous Casting&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any [[#Summon Nature's Ally]] spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
;Chaotic, Evil, Good, and Lawful Spells&lt;br /&gt;
&lt;br /&gt;
A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.&lt;br /&gt;
&lt;br /&gt;
;Orisons (Sp)&lt;br /&gt;
&lt;br /&gt;
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.&lt;br /&gt;
&lt;br /&gt;
==== Spike Growth ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level druid 3, ranger 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range medium (100 ft. + 10 ft./level)&lt;br /&gt;
Area one 20-ft. square/level&lt;br /&gt;
Duration 1 hour/level (D)&lt;br /&gt;
Saving Throw Reflex partial; Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.&lt;br /&gt;
&lt;br /&gt;
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.&lt;br /&gt;
&lt;br /&gt;
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.&lt;br /&gt;
&lt;br /&gt;
Note: Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can't be disabled with the Disable Device skill.&lt;br /&gt;
&lt;br /&gt;
==== Stone Shape ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation [earth]; Level cleric/oracle 3, druid 3, sorcerer/wizard 4; Domain artifice 3, earth 3&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M/DF (soft clay)&lt;br /&gt;
Range touch&lt;br /&gt;
Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.&lt;br /&gt;
&lt;br /&gt;
==== Barkskin ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level alchemist 2, druid 2, ranger 2, summoner 2; Domain defense 2, plant 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range touch&lt;br /&gt;
Target living creature touched&lt;br /&gt;
Duration 10 min./level&lt;br /&gt;
Saving Throw none; Spell Resistance yes (harmless)&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.&lt;br /&gt;
&lt;br /&gt;
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.&lt;br /&gt;
&lt;br /&gt;
==== Bear's Endurance ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level alchemist 2, cleric/oracle 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration 1 min./level&lt;br /&gt;
Saving Throw Will negates (harmless); Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.&lt;br /&gt;
&lt;br /&gt;
==== Soften Earth and Stone ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation [earth]; Level druid 2; Domain earth 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area 10-ft. square/level; see text&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.&lt;br /&gt;
&lt;br /&gt;
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.&lt;br /&gt;
&lt;br /&gt;
While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).&lt;br /&gt;
&lt;br /&gt;
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Summon Swarm ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2&lt;br /&gt;
Casting Time 1 round&lt;br /&gt;
Components V, S, M/DF (a square of red cloth)&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Effect one swarm of bats, rats, or spiders&lt;br /&gt;
Duration concentration + 2 rounds&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cure Light Wounds ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.&lt;br /&gt;
&lt;br /&gt;
==== Magic Stone ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level cleric/oracle 1, druid 1; Domain earth 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range touch&lt;br /&gt;
Targets up to three pebbles touched&lt;br /&gt;
Duration 30 minutes or until discharged&lt;br /&gt;
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.&lt;br /&gt;
&lt;br /&gt;
==== Obscuring Mist ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (creation); Level cleric/oracle 1, druid 1, magus 1, sorcerer/wizard 1, witch 1; Domain air 1, darkness 1, water 1, weather 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range 20 ft.&lt;br /&gt;
Effect cloud spreads in 20-ft. radius from you, 20 ft. high&lt;br /&gt;
Duration 1 min./level (D)&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).&lt;br /&gt;
&lt;br /&gt;
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.&lt;br /&gt;
&lt;br /&gt;
This spell does not function underwater.&lt;br /&gt;
&lt;br /&gt;
==== Faery Fire ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School evocation [light]; Level druid 1; Domain light 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range long (400 ft. + 40 ft./level)&lt;br /&gt;
Area creatures and objects within a 5-ft.-radius burst&lt;br /&gt;
Duration 1 min./level (D)&lt;br /&gt;
Saving Throw none; Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as [[#Candle|candles]]. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.&lt;br /&gt;
&lt;br /&gt;
The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.&lt;br /&gt;
&lt;br /&gt;
===== Candle =====&lt;br /&gt;
A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light).&lt;br /&gt;
&lt;br /&gt;
==== Speak with Animals ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School divination; Level bard 3, druid 1, ranger 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration 1 min./level&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.&lt;br /&gt;
&lt;br /&gt;
==== Create Water ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (creation) [water]; Level cleric/oracle 0, druid 0, inquisitor 0, paladin 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Effect up to 2 gallons of water/level&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.&lt;br /&gt;
&lt;br /&gt;
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School divination; Level cleric/oracle 0, druid 0, inquisitor 0, summoner 0, witch 0&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration 1 minute or until discharged&lt;br /&gt;
Saving Throw Will negates (harmless); Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. &lt;br /&gt;
&lt;br /&gt;
==== Know Direction ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School divination; Level bard 0, druid 0&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which &amp;quot;north&amp;quot; exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, M/DF (a firefly)&lt;br /&gt;
Range touch&lt;br /&gt;
Target object touched&lt;br /&gt;
Duration 10 min./level&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.&lt;br /&gt;
&lt;br /&gt;
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.&lt;br /&gt;
&lt;br /&gt;
==== Summon Nature's Ally ====&lt;br /&gt;
===== Summon Nature's Ally I =====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (summoning); Level druid 1, ranger 1&lt;br /&gt;
Casting Time 1 round&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Effect one summoned creature&lt;br /&gt;
Duration 1 round/level (D)&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.&lt;br /&gt;
&lt;br /&gt;
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).&lt;br /&gt;
&lt;br /&gt;
The spell conjures one of the creatures from the 1st Level list on Table: Nature's Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.&lt;br /&gt;
&lt;br /&gt;
===== Summon Nature's Ally II =====&lt;br /&gt;
School conjuration (summoning); Level druid 2, ranger 2&lt;br /&gt;
&lt;br /&gt;
This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===== Summon Nature's Ally III =====&lt;br /&gt;
&lt;br /&gt;
School conjuration (summoning); Level druid 3, ranger 3&lt;br /&gt;
&lt;br /&gt;
This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.&lt;br /&gt;
&lt;br /&gt;
===== Tables =====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! 1st Level !! Subtype&lt;br /&gt;
|-&lt;br /&gt;
| Dire rat || —&lt;br /&gt;
|-&lt;br /&gt;
| Dog || —&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin || —&lt;br /&gt;
|-&lt;br /&gt;
| Eagle || —&lt;br /&gt;
|-&lt;br /&gt;
| Giant centipede || —&lt;br /&gt;
|-&lt;br /&gt;
| Fire beetle || —&lt;br /&gt;
|-&lt;br /&gt;
| Mite (gremlin) || —&lt;br /&gt;
|-&lt;br /&gt;
| Poisonous frog || —&lt;br /&gt;
|-&lt;br /&gt;
| Pony (horse) || —&lt;br /&gt;
|-&lt;br /&gt;
| Stirge || —&lt;br /&gt;
|-&lt;br /&gt;
| Viper (snake) || —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! 2nd Level !! Subtype&lt;br /&gt;
|-&lt;br /&gt;
| Ant, giant (worker) || —&lt;br /&gt;
|-&lt;br /&gt;
| Elemental (small) || Elemental&lt;br /&gt;
|-&lt;br /&gt;
| Giant frog || —&lt;br /&gt;
|-&lt;br /&gt;
| Giant spider || —&lt;br /&gt;
|-&lt;br /&gt;
| Goblin dog || —&lt;br /&gt;
|-&lt;br /&gt;
| Horse || —&lt;br /&gt;
|-&lt;br /&gt;
| Hyena || —&lt;br /&gt;
|-&lt;br /&gt;
| Octopus || —&lt;br /&gt;
|-&lt;br /&gt;
| Squid || —&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! 3rd Level !! Subtype&lt;br /&gt;
|-&lt;br /&gt;
| Ant, giant (soldier) || —&lt;br /&gt;
|-&lt;br /&gt;
| Ape || —&lt;br /&gt;
|-&lt;br /&gt;
| Aurochs (herd animal) || —&lt;br /&gt;
|-&lt;br /&gt;
| Boar || —&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah || —&lt;br /&gt;
|-&lt;br /&gt;
| Constrictor snake || —&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile || —&lt;br /&gt;
|-&lt;br /&gt;
| Dire bat || —&lt;br /&gt;
|-&lt;br /&gt;
| Electric eel || —&lt;br /&gt;
|-&lt;br /&gt;
| Giant Crab || —&lt;br /&gt;
|-&lt;br /&gt;
| Leopard (cat) || —&lt;br /&gt;
|-&lt;br /&gt;
| Monitor lizard || —&lt;br /&gt;
|-&lt;br /&gt;
| Shark || —&lt;br /&gt;
|-&lt;br /&gt;
| Wolverine || —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beast Shape I ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation (polymorph); Level alchemist 3, magus 3, sorcerer/wizard 3; Domain fur 3&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M (a piece of the creature whose form you plan to assume)&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration 1 min./level (D)&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.&lt;br /&gt;
&lt;br /&gt;
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
==== Beast Shape II ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.&lt;br /&gt;
&lt;br /&gt;
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Body I ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M (the element you plan to assume)&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration 1 min/level (D)&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.&lt;br /&gt;
&lt;br /&gt;
:[[#Air Elemental]]: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a Whirlwind.&lt;br /&gt;
:[[#Earth Elemental]]: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to Earth Glide.&lt;br /&gt;
:[[#Fire Elemental]]: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability.&lt;br /&gt;
:[[#Water Elemental]]: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water.&lt;br /&gt;
&lt;br /&gt;
==== Endure Elements ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School abjuration; Level alchemist 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1; Domain sun 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration 24 hours&lt;br /&gt;
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.&lt;br /&gt;
&lt;br /&gt;
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.&lt;br /&gt;
&lt;br /&gt;
=== Wild Shape ===&lt;br /&gt;
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the [[#Beast Shape I]] spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.&lt;br /&gt;
&lt;br /&gt;
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)&lt;br /&gt;
&lt;br /&gt;
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.&lt;br /&gt;
&lt;br /&gt;
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as [[#Beast Shape II]]. When taking the form of an elemental, the druid's wild shape functions as [[#Elemental Body I]].&lt;br /&gt;
&lt;br /&gt;
==== Air Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Init''' +3 (+3 Dex)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)&lt;br /&gt;
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' [[#Fly]] 60 ft. (perfect)&lt;br /&gt;
:'''Melee''' slam +5 (1d4-1)&lt;br /&gt;
:'''Special Attacks''' [[#Whirlwind]]&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Whirlwind =====&lt;br /&gt;
DC 13 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top&lt;br /&gt;
&lt;br /&gt;
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.&lt;br /&gt;
&lt;br /&gt;
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.&lt;br /&gt;
&lt;br /&gt;
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.&lt;br /&gt;
&lt;br /&gt;
A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.&lt;br /&gt;
&lt;br /&gt;
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space.&lt;br /&gt;
&lt;br /&gt;
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.&lt;br /&gt;
&lt;br /&gt;
==== Fire Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Init''' +3 (+3 Dex)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)&lt;br /&gt;
:Resist fire 20, vulner. to cold (+50% dmg)&lt;br /&gt;
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 50 ft.&lt;br /&gt;
:'''Melee''' slam +5 (1d4-1 + [[#Burn]] [1d4, DC 14])&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Burn =====&lt;br /&gt;
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature’s racial HD + the attacking creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster’s burn attack and must make a Reflex save to avoid catching on fire.&lt;br /&gt;
&lt;br /&gt;
==== Earth Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 20 ft., burrow 20 ft.&lt;br /&gt;
:'''Melee''' slam +7 (1d6+1)&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 13 (+4 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +5 (+5 BAB, +1 Str, -1 size); '''CMD''' 17 (10 +5 BAB, +1 Str, +2 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Earth Glide =====&lt;br /&gt;
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.&lt;br /&gt;
&lt;br /&gt;
==== Water Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)&lt;br /&gt;
:'''hp''' 55 (8d8+16); acid resistance 10 ([[#Earth Domain]])&lt;br /&gt;
:After changing back, Character loses 8 hp gained from higher Con.&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 20 ft., swim 60 ft. (breathes water)&lt;br /&gt;
:'''Melee''' slam +5 (1d4-1)&lt;br /&gt;
&lt;br /&gt;
:'''Fort''' +9 (+2 Con, +5 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 14, '''Con''' 15 (+2 size), '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 15 (10 +5 BAB, -1 Str, +2 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Vortex =====&lt;br /&gt;
DC 14 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top&lt;br /&gt;
&lt;br /&gt;
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the [[#Whirlwind]] special attack, but can only form underwater and cannot leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Deinonychus ====&lt;br /&gt;
:'''Senses''' low-light vision, [[#Scent]].&lt;br /&gt;
:'''AC''' 15, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 NA, +1 Ring)&lt;br /&gt;
:'''Speed''' 60 ft.&lt;br /&gt;
:'''Melee''' 2 talons +5 (1d8), bite +5 (1d6), foreclaws +0 (1d4)&lt;br /&gt;
:'''Special Attacks''': pounce (full attack after charge)&lt;br /&gt;
:'''Str''' 11 (+2 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''CMB''' +5 (+5 BAB); '''CMD''' 17 (10 +5 BAB, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
:'''Skills''':&lt;br /&gt;
:Jump +12 (+0 Str +12 racial)&lt;br /&gt;
&lt;br /&gt;
==== Cave Bear ====&lt;br /&gt;
:'''N Large humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' low-light vision, [[#Scent]].&lt;br /&gt;
:'''Init''': +1&lt;br /&gt;
:'''AC''' 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size +1 Ring)&lt;br /&gt;
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 40 ft.&lt;br /&gt;
:'''Melee''' 2 claws +5 (1d6+1 plus [[#Grab]]), bite +5 (1d8+1)&lt;br /&gt;
:'''Space/Reach''': 10 ft./ 5 ft.&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; '''CMD''' 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)&lt;br /&gt;
&lt;br /&gt;
:'''Skills''':&lt;br /&gt;
:Jump +5 (+1 Str +4 racial)&lt;br /&gt;
:Stealth -3 (-4 size, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
==== Dire Tiger ====&lt;br /&gt;
:'''N Large humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' low-light vision, [[#Scent]].&lt;br /&gt;
:'''Init''': +1&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size)&lt;br /&gt;
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 40 ft.&lt;br /&gt;
:'''Melee''' 2 claws +5 (2d4+1 plus [[#Grab]]), bite +5 (2d6+1/19–20 plus [[#Grab]])&lt;br /&gt;
:'''Special Attacks''': pounce (full attack after charge), rake (2 claws +7, 2d4+1)&lt;br /&gt;
:'''Space/Reach''': 10 ft./ 5 ft.&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; '''CMD''' 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)&lt;br /&gt;
&lt;br /&gt;
:'''Skills''':&lt;br /&gt;
:Jump +5 (+1 Str +4 racial)&lt;br /&gt;
:Stealth -3 (-4 size, +1 Dex), +1 in tall grass&lt;br /&gt;
&lt;br /&gt;
=== Special Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Scent ====&lt;br /&gt;
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.&lt;br /&gt;
&lt;br /&gt;
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.&lt;br /&gt;
&lt;br /&gt;
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.&lt;br /&gt;
&lt;br /&gt;
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.&lt;br /&gt;
&lt;br /&gt;
==== Grab ====&lt;br /&gt;
If a creature with this special attack hits with the indicated attack (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. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.&lt;br /&gt;
&lt;br /&gt;
The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.&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;
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.&lt;br /&gt;
&lt;br /&gt;
==== Grapple ====&lt;br /&gt;
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).&lt;br /&gt;
&lt;br /&gt;
;Move&lt;br /&gt;
&lt;br /&gt;
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.&lt;br /&gt;
&lt;br /&gt;
;Pin&lt;br /&gt;
&lt;br /&gt;
You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.&lt;br /&gt;
Tie Up&lt;br /&gt;
&lt;br /&gt;
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.&lt;br /&gt;
&lt;br /&gt;
;If You Are Grappled&lt;br /&gt;
&lt;br /&gt;
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.&lt;br /&gt;
&lt;br /&gt;
;Multiple Creatures&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.&lt;br /&gt;
&lt;br /&gt;
;grappled condition&lt;br /&gt;
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.&lt;br /&gt;
&lt;br /&gt;
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.&lt;br /&gt;
&lt;br /&gt;
;pinned condition&lt;br /&gt;
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.&lt;br /&gt;
&lt;br /&gt;
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.&lt;br /&gt;
&lt;br /&gt;
==== Jump ====&lt;br /&gt;
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).&lt;br /&gt;
&lt;br /&gt;
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.&lt;br /&gt;
&lt;br /&gt;
Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.&lt;br /&gt;
&lt;br /&gt;
==== Fly ====&lt;br /&gt;
; Fly (Dex; Armor Check Penalty)&lt;br /&gt;
&lt;br /&gt;
You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.&lt;br /&gt;
Requirement&lt;br /&gt;
&lt;br /&gt;
You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
|+ Table: Flying Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
! Flying Maneuver !! Fly DC&lt;br /&gt;
|-&lt;br /&gt;
Move less than half speed and remain flying || 10&lt;br /&gt;
|-&lt;br /&gt;
| Hover || 15&lt;br /&gt;
|-&lt;br /&gt;
| Turn greater than 45° by spending 5 feet of movement || 15&lt;br /&gt;
|-&lt;br /&gt;
| Turn 180° by spending 10 feet of movement || 20&lt;br /&gt;
|-&lt;br /&gt;
| Fly up at a greater than 45° angle1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
|+ Table: Wind Effects on Flying&lt;br /&gt;
|-&lt;br /&gt;
! Wind Force !! Wind Speed !! Checked Size !! Blown Away Size !! Fly Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Light || 0–10 mph || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 11–20 mph || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 21–30 mph || Tiny || — || –2&lt;br /&gt;
|-&lt;br /&gt;
| Severe || 31–50 mph || Small || Tiny || –4&lt;br /&gt;
|-&lt;br /&gt;
| Windstorm || 51–74 mph || Medium || Small || –8&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane || 75–174 mph || Large || Medium || –12&lt;br /&gt;
|-&lt;br /&gt;
| Tornado || 175+ mph || Huge || Large || –16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Attacked While Flying=====&lt;br /&gt;
&lt;br /&gt;
You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.&lt;br /&gt;
&lt;br /&gt;
=====Collision While Flying=====&lt;br /&gt;
&lt;br /&gt;
If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.&lt;br /&gt;
Avoid Falling Damage&lt;br /&gt;
&lt;br /&gt;
If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.&lt;br /&gt;
&lt;br /&gt;
===== High Wind Speeds=====&lt;br /&gt;
&lt;br /&gt;
Flying in high winds adds penalties on your Fly checks as noted on the Wind Effects table.&lt;br /&gt;
&lt;br /&gt;
“Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists.&lt;br /&gt;
&lt;br /&gt;
“Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.&lt;br /&gt;
&lt;br /&gt;
;Action&lt;br /&gt;
None. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.&lt;br /&gt;
&lt;br /&gt;
;Try Again&lt;br /&gt;
Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage.&lt;br /&gt;
&lt;br /&gt;
===== Fly Speed =====&lt;br /&gt;
Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:&lt;br /&gt;
&lt;br /&gt;
:Clumsy –8&lt;br /&gt;
:Poor –4&lt;br /&gt;
:Average +0&lt;br /&gt;
:Good +4&lt;br /&gt;
:Perfect +8&lt;br /&gt;
&lt;br /&gt;
Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.&lt;br /&gt;
&lt;br /&gt;
===== Size =====&lt;br /&gt;
A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:&lt;br /&gt;
&lt;br /&gt;
:Fine +8&lt;br /&gt;
:Diminutive +6&lt;br /&gt;
:Tiny +4&lt;br /&gt;
:Small +2&lt;br /&gt;
:Large –2&lt;br /&gt;
:Huge –4&lt;br /&gt;
:Gargantuan –6&lt;br /&gt;
:Colossal –8&lt;br /&gt;
&lt;br /&gt;
==== Low-light Vision ====&lt;br /&gt;
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.&lt;br /&gt;
&lt;br /&gt;
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.&lt;br /&gt;
&lt;br /&gt;
==== Darkvision ====&lt;br /&gt;
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.&lt;br /&gt;
&lt;br /&gt;
==== Blindsense ====&lt;br /&gt;
Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.&lt;br /&gt;
&lt;br /&gt;
==== Swim ====&lt;br /&gt;
A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.&lt;br /&gt;
===== Swim skill =====&lt;br /&gt;
You know how to swim and can do so even in stormy water.&lt;br /&gt;
&lt;br /&gt;
'''Check'''&lt;br /&gt;
&lt;br /&gt;
Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
|+ Table: Swim Skill DCs&lt;br /&gt;
|-&lt;br /&gt;
! Water !! Swim DC&lt;br /&gt;
|-&lt;br /&gt;
| Calm water || 10&lt;br /&gt;
|-&lt;br /&gt;
| Rough water || 15&lt;br /&gt;
|-&lt;br /&gt;
| Stormy water || 20*&lt;br /&gt;
|}&lt;br /&gt;
* You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.&lt;br /&gt;
&lt;br /&gt;
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.&lt;br /&gt;
&lt;br /&gt;
'''Special''''&lt;br /&gt;
&lt;br /&gt;
* '''Swim Speed''': A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.&lt;br /&gt;
* '''Feats''': If you have the Athletic feat, you get a +2 bonus on Swim skill checks. If you have 10 or more ranks in Swim, the bonus increases to +4.&lt;br /&gt;
* '''Size''': The rules for familiars say &amp;quot;Small animals like these use Dexterity to modify Climb and Swim checks.&amp;quot; Note however, that not all familiars are size Small. For example, bats are size Diminutive and cats are size Tiny. Therefore our guess is that the sentence, &amp;quot;Small animals like these...&amp;quot; isn't referring specifically to size &amp;quot;Small&amp;quot; but instead to creatures size Tiny or smaller (note though that not even all creatures size Tiny or smaller appear to have this applied to their skills.)&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
==== Alchemist Fire ====&lt;br /&gt;
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.&lt;br /&gt;
&lt;br /&gt;
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.&lt;br /&gt;
&lt;br /&gt;
===== Using Splash Weapons =====&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
;You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.&lt;br /&gt;
;You Miss: First, roll 1d8 to determine the misdirection of the throw.&lt;br /&gt;
* 1 - Falls short (straight line towards the thrower.)&lt;br /&gt;
* 2 through 8 - Count around the target creature or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2&amp;diff=12641</id>
		<title>100 миров</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2&amp;diff=12641"/>
				<updated>2013-09-08T16:11:31Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Большое начинается с малого, и иногда достаточно ничтожной идеи, чтобы в воображении зацвёл буйный новый мир. К тому же многие не любят читать толмуды о географии, экономике и культуре, прежде чем действительно погрузиться в мир. В общем, идея данного документа - создать 100 страничных описаний миров, да так, чтобы потенциально их можно было издать в виде журнала. Может быть, написанное никогда не увидит печати серьёзней самиздата, но такое упражнение в &amp;quot;профессиональном&amp;quot; миростроении может быть полезно для всех участвующих.&lt;br /&gt;
&lt;br /&gt;
Если хотите принять участие, читайте [[#Принципы|принципы]] - и добро пожаловать!&lt;br /&gt;
&lt;br /&gt;
== 100 миров ==&lt;br /&gt;
&lt;br /&gt;
:::'''Исторические миры''': описывающие некий реально существовавший город или местность в рамках нашего научного понимания. Фактически - любопытное историческое описание, способное стать основой для игр, на которое иначе не обратили бы внимание.&lt;br /&gt;
# [[/Мир № И1|Мир № И1]]: ?&lt;br /&gt;
# [[/Мир № И2|Мир № И2]]: ?&lt;br /&gt;
# [[/Мир № И3|Мир № И3]]: ?&lt;br /&gt;
# [[/Мир № И4|Мир № И4]]: ?&lt;br /&gt;
# [[/Мир № И5|Мир № И5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%90%D0%BB%D1%8C%D1%82%D0%B5%D1%80%D0%BD%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F Альтернативная история]'''&lt;br /&gt;
# [[/Мир № АИ1|Мир № АИ1]]: ?&lt;br /&gt;
# [[/Мир № АИ2|Мир № АИ2]]: ?&lt;br /&gt;
# [[/Мир № АИ3|Мир № АИ3]]: ?&lt;br /&gt;
# [[/Мир № АИ4|Мир № АИ4]]: ?&lt;br /&gt;
# [[/Мир № АИ5|Мир № АИ5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%90%D0%BB%D1%8C%D1%82%D0%B5%D1%80%D0%BD%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%BE%D0%B5_%D0%BD%D0%B0%D1%81%D1%82%D0%BE%D1%8F%D1%89%D0%B5%D0%B5 Альтернативное настоящее]'''&lt;br /&gt;
# [[/Мир № АН1|Мир № АН1]]: ?&lt;br /&gt;
# [[/Мир № АН2|Мир № АН2]]: ?&lt;br /&gt;
# [[/Мир № АН3|Мир № АН3]]: ?&lt;br /&gt;
# [[/Мир № АН4|Мир № АН4]]: ?&lt;br /&gt;
# [[/Мир № АН5|Мир № АН5]]: ?&lt;br /&gt;
#:'''Ближайшее будущее''': правдоподобное, не основанное на альтернативной истории или альтернастоящем.&lt;br /&gt;
# [[/Мир № Б1|Мир № Б1]]: ?&lt;br /&gt;
# [[/Мир № Б2|Мир № Б2]]: ?&lt;br /&gt;
# [[/Мир № Б3|Мир № Б3]]: ?&lt;br /&gt;
# [[/Мир № Б4|Мир № Б4]]: ?&lt;br /&gt;
# [[/Мир № Б5|Мир № Б5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%9A%D0%B8%D0%B1%D0%B5%D1%80%D0%BF%D0%B0%D0%BD%D0%BA Киберпанк]''' или иная антиутопия нашего будущего.&lt;br /&gt;
# [[/Мир № АУ1|Мир № АУ1]]: Субкультура суперзлодеев - последние остатки сопротивления в мире нашего киберпанка.&lt;br /&gt;
# [[/Мир № АУ2|Мир № АУ2]]: ?&lt;br /&gt;
# [[/Мир № АУ3|Мир № АУ3]]: ?&lt;br /&gt;
# [[/Мир № АУ4|Мир № АУ4]]: ?&lt;br /&gt;
# [[/Мир № АУ5|Мир № АУ5]]: ?&lt;br /&gt;
#:'''Космическая эра''': космическое будущее нашей цивилизации.&lt;br /&gt;
# [[/Мир № К1|Мир № К1]]: ?&lt;br /&gt;
# [[/Мир № К2|Мир № К2]]: ?&lt;br /&gt;
# [[/Мир № К3|Мир № К3]]: ?&lt;br /&gt;
# [[/Мир № К4|Мир № К4]]: ?&lt;br /&gt;
# [[/Мир № К5|Мир № К5]]: ?&lt;br /&gt;
# [[/Мир № К6|Мир № К6]]: ?&lt;br /&gt;
# [[/Мир № К7|Мир № К7]]: ?&lt;br /&gt;
# [[/Мир № К8|Мир № К8]]: ?&lt;br /&gt;
# [[/Мир № К9|Мир № К9]]: ?&lt;br /&gt;
# [[/Мир № К10|Мир № К10]]: ?&lt;br /&gt;
#:'''(Пост)апокалипсис''' нашей цивилизации.&lt;br /&gt;
# [[/Мир № А1|Мир № А1]]: ?&lt;br /&gt;
# [[/Мир № А2|Мир № А2]]: ?&lt;br /&gt;
# [[/Мир № А3|Мир № А3]]: ?&lt;br /&gt;
# [[/Мир № А4|Мир № А4]]: ?&lt;br /&gt;
# [[/Мир № А5|Мир № А5]]: ?&lt;br /&gt;
# [[/Мир № А6|Мир № А6]]: ?&lt;br /&gt;
# [[/Мир № А7|Мир № А7]]: ?&lt;br /&gt;
# [[/Мир № А8|Мир № А8]]: ?&lt;br /&gt;
# [[/Мир № А9|Мир № А9]]: ?&lt;br /&gt;
# [[/Мир № А10|Мир № А10]]: ?&lt;br /&gt;
#:'''Альтернативные человеческие миры''': миры любого уровня технологий и обстоятельств за исключением одного - люди являются единственной разумной расой.&lt;br /&gt;
# [[/Мир № Ч1|Мир № Ч1]]: ?&lt;br /&gt;
# [[/Мир № Ч2|Мир № Ч2]]: ?&lt;br /&gt;
# [[/Мир № Ч3|Мир № Ч3]]: ?&lt;br /&gt;
# [[/Мир № Ч4|Мир № Ч4]]: ?&lt;br /&gt;
# [[/Мир № Ч5|Мир № Ч5]]: ?&lt;br /&gt;
# [[/Мир № Ч6|Мир № Ч6]]: ?&lt;br /&gt;
# [[/Мир № Ч7|Мир № Ч7]]: ?&lt;br /&gt;
# [[/Мир № Ч8|Мир № Ч8]]: ?&lt;br /&gt;
# [[/Мир № Ч9|Мир № Ч9]]: ?&lt;br /&gt;
# [[/Мир № Ч10|Мир № Ч10]]: ?&lt;br /&gt;
#:'''Трансгуманизм''': не космос, не постапокалипсис, не -панк - но продолжение нашего мира, где определение о &amp;quot;человеке&amp;quot; поменялось.&lt;br /&gt;
# [[/Мир № ТГ1|Мир № ТГ1]]: ?&lt;br /&gt;
# [[/Мир № ТГ2|Мир № ТГ2]]: ?&lt;br /&gt;
# [[/Мир № ТГ3|Мир № ТГ3]]: ?&lt;br /&gt;
# [[/Мир № ТГ4|Мир № ТГ4]]: ?&lt;br /&gt;
# [[/Мир № ТГ5|Мир № ТГ5]]: ?&lt;br /&gt;
#:'''Классическое фэнтези'''&lt;br /&gt;
# [[/Мир № Ф1|Мир № Ф1]]: ?&lt;br /&gt;
# [[/Мир № Ф2|Мир № Ф2]]: ?&lt;br /&gt;
# [[/Мир № Ф3|Мир № Ф3]]: ?&lt;br /&gt;
# [[/Мир № Ф4|Мир № Ф4]]: ?&lt;br /&gt;
# [[/Мир № Ф5|Мир № Ф5]]: ?&lt;br /&gt;
# [[/Мир № Ф6|Мир № Ф6]]: ?&lt;br /&gt;
# [[/Мир № Ф7|Мир № Ф7]]: ?&lt;br /&gt;
# [[/Мир № Ф8|Мир № Ф8]]: ?&lt;br /&gt;
# [[/Мир № Ф9|Мир № Ф9]]: ?&lt;br /&gt;
# [[/Мир № Ф10|Мир № Ф10]]: ?&lt;br /&gt;
#:'''Альтернативное фэнтези''': тоже отдалённо основанное на сказках и мифологии, однако заметно отходящее от типажей обычного фэнтези.&lt;br /&gt;
# [[/Мир № АФ1|Мир № АФ1]]: '''Терраверсум''' - безграничная земная толща с карманами-общинами. &lt;br /&gt;
# [[/Мир № АФ2|Мир № АФ2]]: ?&lt;br /&gt;
# [[/Мир № АФ3|Мир № АФ3]]: ?&lt;br /&gt;
# [[/Мир № АФ4|Мир № АФ4]]: ?&lt;br /&gt;
# [[/Мир № АФ5|Мир № АФ5]]: ?&lt;br /&gt;
# [[/Мир № АФ6|Мир № АФ6]]: ?&lt;br /&gt;
# [[/Мир № АФ7|Мир № АФ7]]: ?&lt;br /&gt;
# [[/Мир № АФ8|Мир № АФ8]]: ?&lt;br /&gt;
# [[/Мир № АФ9|Мир № АФ9]]: ?&lt;br /&gt;
# [[/Мир № АФ10|Мир № АФ10]]: ?&lt;br /&gt;
#:'''Ксенофантастика''': миры, крутящиеся вокруг принципиально иных цивилизаций и культур, чем человеческая (не подпадающие под разделы выше). Сказочные животные, драконы, фурри и инопланетяне располагаются здесь!&lt;br /&gt;
# [[/Мир № Х1|Мир № Х1]]: ?&lt;br /&gt;
# [[/Мир № Х2|Мир № Х2]]: ?&lt;br /&gt;
# [[/Мир № Х3|Мир № Х3]]: ?&lt;br /&gt;
# [[/Мир № Х4|Мир № Х4]]: ?&lt;br /&gt;
# [[/Мир № Х5|Мир № Х5]]: ?&lt;br /&gt;
# [[/Мир № Х6|Мир № Х6]]: ?&lt;br /&gt;
# [[/Мир № Х7|Мир № Х7]]: ?&lt;br /&gt;
# [[/Мир № Х8|Мир № Х8]]: ?&lt;br /&gt;
# [[/Мир № Х9|Мир № Х9]]: ?&lt;br /&gt;
# [[/Мир № Х10|Мир № Х10]]: ?&lt;br /&gt;
#:'''Тёмные миры''': мрачные миры победившего зла или даже никогда не знавшие того, что мы называем добром.&lt;br /&gt;
# [[/Мир № Т1|Мир № Т1]]: ?&lt;br /&gt;
# [[/Мир № Т2|Мир № Т2]]: ?&lt;br /&gt;
# [[/Мир № Т3|Мир № Т3]]: ?&lt;br /&gt;
# [[/Мир № Т4|Мир № Т4]]: ?&lt;br /&gt;
# [[/Мир № Т5|Мир № Т5]]: ?&lt;br /&gt;
# [[/Мир № Т6|Мир № Т6]]: ?&lt;br /&gt;
# [[/Мир № Т7|Мир № Т7]]: ?&lt;br /&gt;
# [[/Мир № Т8|Мир № Т8]]: ?&lt;br /&gt;
# [[/Мир № Т9|Мир № Т9]]: ?&lt;br /&gt;
# [[/Мир № Т10|Мир № Т10]]: ?&lt;br /&gt;
&lt;br /&gt;
== Принципы ==&lt;br /&gt;
=== Какие миры подходят ===&lt;br /&gt;
Задача сборника - заставить воображение читателя вспыхнуть, дать опору для развития и импровизации недостающих деталей. Пожалуй, это своего рода искусство, наподобие написания [[:wikipedia:ru:синопсис|синопсисов]]. С одной стороны - информация о мире должна рисовать перед читателем полноценную картину большого игрового пространства со множеством потенциальных историй. С другой - описание должно быть цельным и внутренне логичным в пределах всего лишь одной страницы. Учитывайте сжатый формат: отведите достаточно места для конкретики о местах, культурах и законах, чтобы подсказать читателю разнообразные сюжеты и ситуации. В то же время оставляйте понятия достаточно простыми, чтобы они не оставляли читателя озадаченным.&lt;br /&gt;
&lt;br /&gt;
Вообще &amp;quot;мир&amp;quot; не обязан быть целой вселенной или планетой: это может быть город, организация или даже некоторое место во время некоторого события - скажем, замок во время пятилетней осады. Важно, чтобы описываемая среда была богатой на разные приключения и сюжеты, а не являлась местом действия одного-двух сюжетов.&lt;br /&gt;
&lt;br /&gt;
Не обязательно сразу выкладывать придуманный мир. Можно работать над ним постепенно, главное - дать понять, когда работа закончена.&lt;br /&gt;
&lt;br /&gt;
=== Формат ===&lt;br /&gt;
Каждый мир представляет из себя страницу, написанную в заданном формате для простоты восприятия. Все страницы в сборнике должны быть свёрстаны одинаково: одинаковый шрифт, расположение граф, ширина полей... Поэтому не стоит пытаться впихнуть больше информации, уменьшив шрифт и отодвинув поле в текстовом редакторе. К тому же так вы отойдёте от основного принципа сборника: нарисовать миры кратко. Впрочем, сейчас неизвестно, как именно будет свёрстан сборник и случится ли он вообще, так что просто держитесь в рамках здравого смысла - пускай описание влезает на стандартную &amp;quot;вордовскую&amp;quot; страницу шрифтом Times New Roman высотой 11 точек. Если у вас нет возможности или желания проверить размер описания в текстовом редакторе, ограничьтесь 3500 символами.&lt;br /&gt;
&lt;br /&gt;
Сам текст должен подаваться в следующем формате (оформлен в вики-разметке):&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
= Название мира =&lt;br /&gt;
* '''Суть''': Концепция мира в одну строчку или меньше&lt;br /&gt;
* '''Атмосфера''': Безысходность, героизм, добрая сказка...&lt;br /&gt;
&lt;br /&gt;
Далее следует вводное описание вашего мира на 1-3 абзаца, чтобы нарисовать в голове основную картину.&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''': (см. расшифровку графы ниже.)&lt;br /&gt;
* '''Золотой дворец''': Описание.&lt;br /&gt;
* '''Космическая станция &amp;quot;Рубин&amp;quot;''': Описание.&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Рыцари нашли яйцо дракона.&lt;br /&gt;
# Станцию &amp;quot;Рубин&amp;quot; атакует неизвестная раса.&lt;br /&gt;
# ...и так далее.&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;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Графа &amp;quot;Примечательный список&amp;quot; может быть чем угодно, что важно для вашего мира: расы, места, события... Сам заголовок можно записывать любым подходящим образом (&amp;quot;Хронология&amp;quot;, &amp;quot;Народы семи царств&amp;quot;), лишь бы далее шёл список. Если необходимо, можно сделать несколько списков.&lt;br /&gt;
&lt;br /&gt;
==== Образец для копирования ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
= Название мира =&lt;br /&gt;
* '''Суть''': &lt;br /&gt;
* '''Атмосфера''': &lt;br /&gt;
&lt;br /&gt;
Вводное описание мира на 1-3 абзаца.&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''':&lt;br /&gt;
* '''Пункт 1''': Описание.&lt;br /&gt;
* '''Пункт 2''': Описание...&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Сюжет 1&lt;br /&gt;
# Сюжет 2&lt;br /&gt;
# Сюжет 3&lt;br /&gt;
# Сюжет 4&lt;br /&gt;
# Сюжет 5&lt;br /&gt;
|&lt;br /&gt;
# Сюжет 6&lt;br /&gt;
# Сюжет 7&lt;br /&gt;
# Сюжет 8&lt;br /&gt;
# Сюжет 9&lt;br /&gt;
# Сюжет 10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Отбор ===&lt;br /&gt;
Может так случиться, что для какой-то категории будет предложено больше миров, чем предусмотрено в списке выше. Или вообще будет предложено больше чем 100 миров! Ничего страшного. Отбор миров мы отложим на теоретическое составление сборника для печати. А сейчас можно добавлять столько миров, сколько захотите, лишь бы соблюдался формат и ограничение на страницу.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, проследите, чтобы ваш мир был по крайней мере грамотен. Если грамотный русский - не ваша сильная сторона, договоритесь с корректором или просто попросите о корректуре. Но в таком случае вы должны отметить, когда работа над текстом завершена, чтобы корректор не вычитывал куски, которые всё равно будут переделаны.&lt;br /&gt;
&lt;br /&gt;
=== Авторство и лицензия ===&lt;br /&gt;
Текст распространяется на лицензии Creative Commons 3.0 Non-Commercial: свободное некоммерческое распространение с указанием авторства. Это также позволяет переработку текста с указанием &amp;quot;Основано на работе такого-то&amp;quot; (также условия лицензии защищают от недобросовестной переработки). В случае коммерческого распространения текст рассматривается как обычный объект авторского права.&lt;br /&gt;
&lt;br /&gt;
Для теоретической ситуации, если написанные 100 миров смогут лечь на полки магазинов, у каждого текста должен быть только один автор - разве что этот автор сам захочет привлечь соавторов. Если другие люди хотят предложить изменения или помочь отредактировать текст, они могут сделать это в обсуждении страницы или с помощью подстраниц (туда можно скопировать хоть весь текст мира, чтобы провести вычитку и корректуру). Автор вправе принять или не принять изменения, или воспользоваться ими на своё усмотрение.&lt;br /&gt;
&lt;br /&gt;
=== Как добавить свой мир ===&lt;br /&gt;
Чтобы добавить свой мир, сделайте следующее:&lt;br /&gt;
* Зарегистрируйтесь на вики или войдите под своим логином, чтобы ваше имя&lt;br /&gt;
* Скопируйте [[#Образец для копирования|образец формата]].&lt;br /&gt;
* Кликните на красную ссылку с номером мира соответствующей категории. Вы перейдёте на создание страницы.&lt;br /&gt;
* Вставьте в пустую страницу скопированный образец и заполните его.&lt;br /&gt;
* Кликните &amp;quot;Записать страницу&amp;quot;.&lt;br /&gt;
* Всё!&lt;br /&gt;
&lt;br /&gt;
Чтобы следить за сообщениями, касающимися вашего мира, сделайте следующее:&lt;br /&gt;
* Кликните на вкладку &amp;quot;Следить&amp;quot; вашего мира - вверху страницы.&lt;br /&gt;
* Кликните на ссылку &amp;quot;Список наблюдения&amp;quot; - правый верхний угол.&lt;br /&gt;
* Кликните в левом меню в группе &amp;quot;Инструменты&amp;quot; на ссылку &amp;quot;Atom&amp;quot;.&lt;br /&gt;
* Вы увидите ленту RSS/Atom и сможете подписаться на неё.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Treebark&amp;diff=12640</id>
		<title>Treebark</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Treebark&amp;diff=12640"/>
				<updated>2013-09-07T10:31:53Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Half-Elf Druid''' 6 / '''[http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness-seeker Brightness Seeker]''' 4&lt;br /&gt;
:'''N Medium humanoid''' (elf, human)&lt;br /&gt;
:'''Init''' +2 (+2 Dex)&lt;br /&gt;
:'''Senses''' low-light vision (half-elf); Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)&lt;br /&gt;
:'''hp''' 59 (10d8+10); acid resistance 10 ([[#Earth Domain]])&lt;br /&gt;
:'''Fort''' +9 (+1 Con, +5 Druid, +2 Seeker, +1 equip)&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
:'''Will''' +14 (+4 Wis, +5 Druid, +2 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 20 ft. (due to armor; 30 ft base)&lt;br /&gt;
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +9 (1d4–1)&lt;br /&gt;
:'''Special Attacks''' [[#Wild Shape]] 4/day&lt;br /&gt;
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)&lt;br /&gt;
: 7/day — acid dart (from [[#Earth domain]]).&lt;br /&gt;
&lt;br /&gt;
'''Druid [[#Spells]] Prepared''' (CL 6th; concentration +10)&lt;br /&gt;
:'''3rd''': [[#Spike Growth]] (DC 17), [[#Daylight]], [[#Stone Shape]] D&lt;br /&gt;
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Summon Swarm]], [[#Soften Earth and Stone]] D&lt;br /&gt;
:'''1st''': [[#Cure Light Wounds]], [[#Obscuring Mist]], [[#Faery Fire]], [[#Speak with Animals]], [[#Magic Stone]] D&lt;br /&gt;
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]&lt;br /&gt;
:''D'': Domain spell; [[#Earth domain]]&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +7 (+4 Druid +3 Seeker); '''CMB''' +6 (+7 BAB, -1 Str); '''CMD''' 18 (10 +7 BAB, -1 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st: ''Dodge'': +1 dodge to AC&lt;br /&gt;
* 3rd: ''Lightning Reflexes'': +2 to Ref&lt;br /&gt;
* 5th: ''Natural Spell'': Allows to cast spells while wild shaped&lt;br /&gt;
* 7th: ''Skill Focus'' (Survival): +3 bonus to skill&lt;br /&gt;
* 9th: ''Iron Will'': Will save +2&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker&lt;br /&gt;
* Climb +3 (1 rank, -1 Str, +3 default)&lt;br /&gt;
* [[#Fly]] +9 (4 rank, +2 Dex, +3 default)&lt;br /&gt;
* [[#Swim]] +4 (2 rank, -1 Str, +3 default)&lt;br /&gt;
* Handle Animal +6 (3 rank, +3 default, +0 Cha)&lt;br /&gt;
* Heal +10 (3 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)&lt;br /&gt;
* Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)&lt;br /&gt;
* Knowledge (the planes) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Perception +11 (4 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Spellcraft +7 (3 ranks, +3 default, +1 Int)&lt;br /&gt;
* Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Druidic, Elven, Undercommon, Skald&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Elf blood: Counts as elf for purpose of effects working on elves.&lt;br /&gt;
* Nature bond ([[#Earth domain]])&lt;br /&gt;
* [[#Nature sense]]: +2 to Know (nature) and Survival.&lt;br /&gt;
* [[#Trackless Step]]: leaves no trail in natural surroundings and cannot be tracked.&lt;br /&gt;
* [[#Wild Empathy]] +6 (Druid level + Cha mod)&lt;br /&gt;
* [[#Woodland Stride]]: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.&lt;br /&gt;
* [[#Discover Omen]]: Meditate to grant insight bonus (+1).&lt;br /&gt;
* [[#Favored Pilgrim]]: Improves elves' attitude.&lt;br /&gt;
* [[#Tranquility]]: +10 to saves vs. fear&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* Wand of [[#Cure Light Wounds]] (47 charges)&lt;br /&gt;
* Potions of Cure Medium Woulds x2&lt;br /&gt;
* Potion of Levitate&lt;br /&gt;
* [[#Alchemist's Fire]] (3)&lt;br /&gt;
* Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
*  +1 hide armor&lt;br /&gt;
* Heavy wooden shield&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Sickle&lt;br /&gt;
* Cloak of resistance +1&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Holly and mistletoe: used as divine focus&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouc&lt;br /&gt;
* 91 gp&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
Alignment: Any neutral&lt;br /&gt;
&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).&lt;br /&gt;
&lt;br /&gt;
Skill Ranks Per Level: 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  rowspan=2 | Lvl&lt;br /&gt;
! rowspan=2 | BAB&lt;br /&gt;
! rowspan=2 | Fort &lt;br /&gt;
! rowspan=2 | Ref &lt;br /&gt;
! rowspan=2 | Will&lt;br /&gt;
! rowspan=2 | Special&lt;br /&gt;
! colspan=10 | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +2 || +0 || +2 || Nature bond ([[#Earth Domain]]), [[#Nature Sense]], [[#Orisons]], [[#Wild Empathy]]&lt;br /&gt;
| 3 || 1 || — ||  — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +3 || +0 || +3 || [[#Woodland Stride]]&lt;br /&gt;
|4  || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| +2 || +3 || +1 || +3 || #Trackless Step]]&lt;br /&gt;
| 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| +3 || +4 || +1 || +4 || [[#Resist Nature's Lure]], [[#Wild Shape]] (1/day)&lt;br /&gt;
| 4 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 5th &lt;br /&gt;
| +3 || +4 || +1 || +4 	&lt;br /&gt;
| 4 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 6th &lt;br /&gt;
| +4 || +5 || +2 || +5 || Wild shape (2/day)&lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Earth Domain ====&lt;br /&gt;
;Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.&lt;br /&gt;
&lt;br /&gt;
;Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
;Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.&lt;br /&gt;
&lt;br /&gt;
Domain Spells:&lt;br /&gt;
# [[#Magic Stone]]&lt;br /&gt;
# [[#Soften Earth and Stone]]&lt;br /&gt;
# [[#Stone Shape]]&lt;br /&gt;
# Spike stones&lt;br /&gt;
# Wall of stone&lt;br /&gt;
# Stoneskin&lt;br /&gt;
# Elemental body IV (earth only)&lt;br /&gt;
# Earthquake&lt;br /&gt;
# Elemental swarm (earth spell only)&lt;br /&gt;
&lt;br /&gt;
==== Wild Empathy ====&lt;br /&gt;
Wild Empathy (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid can improve the attitude of an animal. This ability functions just like a [[#Diplomacy]] check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.&lt;br /&gt;
&lt;br /&gt;
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.&lt;br /&gt;
&lt;br /&gt;
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.&lt;br /&gt;
&lt;br /&gt;
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.&lt;br /&gt;
&lt;br /&gt;
===== Diplomacy =====&lt;br /&gt;
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:''Succeed'': If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.&lt;br /&gt;
:''Fail'': If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.&lt;br /&gt;
&lt;br /&gt;
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! Starting Attitude !! Diplomacy DC&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 25+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Unfriendly || 20+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Indifferent || 15+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Friendly || 10+ creature's Cha Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Helpful || 0+ creature's Cha Modifier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! Request !! Diplomacy Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Give simple advice or directions || –5&lt;br /&gt;
|-&lt;br /&gt;
| Give detailed advice || +0&lt;br /&gt;
|-&lt;br /&gt;
| Give simple aid || +0&lt;br /&gt;
|-&lt;br /&gt;
| Reveal an unimportant secret || +5&lt;br /&gt;
|-&lt;br /&gt;
| Give lengthy or complicated aid || +5&lt;br /&gt;
|-&lt;br /&gt;
| Give dangerous aid || +10&lt;br /&gt;
|-&lt;br /&gt;
| Reveal secret knowledge || +10 or more&lt;br /&gt;
|-&lt;br /&gt;
| Give aid that could result in punishment || +15 or more&lt;br /&gt;
|}&lt;br /&gt;
Additional requests 	+5 per request&lt;br /&gt;
&lt;br /&gt;
==== Nature Sense ====&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
==== Woodland Stride ====&lt;br /&gt;
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.&lt;br /&gt;
&lt;br /&gt;
==== Trackless Step ====&lt;br /&gt;
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.&lt;br /&gt;
&lt;br /&gt;
==== Resist Nature's Lure =====&lt;br /&gt;
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.&lt;br /&gt;
&lt;br /&gt;
=== Brightness Seeker ===&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
To qualify to become a Brightness Seeker, a character must fulfill all of the following criteria:&lt;br /&gt;
* Feat: Iron Will&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Skills: Perception 1 rank, Survival 1 rank, Knowledge (nature) 1 rank and Knowledge (religion) 5 ranks (or vice versa).&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The Brightness Seeker's class skills (and the key ability for each) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).&lt;br /&gt;
&lt;br /&gt;
Skill Points at Each Level: 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  Lvl&lt;br /&gt;
! BAB&lt;br /&gt;
! Fort &lt;br /&gt;
! Ref &lt;br /&gt;
! Will&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +1 || +0 || +1 || [[#Discover Omen]], [[#Favored Pilgrim]]&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +1 || +1 || +1 || [[#Channel Past Incarnation]], [[#Tranquility]]&lt;br /&gt;
|-&lt;br /&gt;
! 3nd &lt;br /&gt;
| +2 || +2 || +1 || +2 || [[#Common ground]], wild shape 1/day&lt;br /&gt;
|-&lt;br /&gt;
! 4nd &lt;br /&gt;
| +3 || +2 || +1 || +2 || [[#One with nature]], [[#tranquility aura]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Discover Omen ====&lt;br /&gt;
;Discover Omen (Su)&lt;br /&gt;
&lt;br /&gt;
All Brightness Seekers know how to interpret the omens the natural world presents to them in order to discover lucky or unlucky actions for themselves and others. Once per day per class level, a Brightness Seeker may attempt to forecast the future of herself or a creature within 30 ft.&lt;br /&gt;
&lt;br /&gt;
Searching for an omen takes 1 hour of uninterrupted meditation; the Brightness Seeker rolls 1d20 and adds her class level and Charisma modifier to determine the omen check result. She may add a +3 to her roll if she knows the target’s birthday and birth month, the target’s true name or birth name, or his city of birth (or similarly specific geographic area); these bonuses stack if she knows more than one of these things. If the check result is 20 or higher, she learns an omen regarding that creature’s next 24 hours. She may perform multiple forecasts for the same creature if the initial check fails to reveal an omen, but once she achieves a result, she cannot forecast for that creature again until a day has passed.&lt;br /&gt;
&lt;br /&gt;
A creature who knows his omen may utilize a one-time insight bonus equal to the Brightness Seeker’s class level. This bonus may be used on any single attack roll, ability check, skill check, or saving throw made by the creature. Alternatively, he can apply the insight bonus to his AC against a single attack targeting them (even if flat-footed). Activating the effect doesn’t take an action; the character can even activate the bonus on another creature’s turn if needed. The character must choose to use this bonus before making the roll it is to modify. Once used, the effect of the omen ends. &lt;br /&gt;
&lt;br /&gt;
==== Favored Pilgrim ====&lt;br /&gt;
;Favored Pilgrim (Ex)&lt;br /&gt;
&lt;br /&gt;
Most elves revere Brightness Seekers, and will often do whatever they can to help them complete their personal journeys through their current incarnations. Elves who believe in the Brightness who normally would have an initial attitude of hostile, unfriendly, or indifferent toward the character instead start as one step closer to friendly when dealing with the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Channel Past Incarnation ====&lt;br /&gt;
;Channel Past Incarnation (Su)&lt;br /&gt;
&lt;br /&gt;
At 2nd level, Brightness Seekers establish a mystical connection with their previous lives spent as simple creatures of the forest or field. Once per day, a Brightness Seeker may spend 1 hour meditating to manifest one of the special qualities detailed below. This special quality remains for 1 day or until the Brightness Seeker changes form or dismisses it.&lt;br /&gt;
&lt;br /&gt;
* Bite and claws (1d6 points of damage each)&lt;br /&gt;
* [[#Blindsense]] 30 ft. (sound-based, like a bat)&lt;br /&gt;
* [[#Darkvision]] 60 ft.&lt;br /&gt;
* [[#Scent]]&lt;br /&gt;
* Temperature-adapted (as [[#Endure Elements]])&lt;br /&gt;
* Thick hide (+3 natural armor bonus to AC)&lt;br /&gt;
* Waterborn ([[#Swim]] speed 40 ft., can breathe water and air)&lt;br /&gt;
* Wings (average maneuverability, [[#Fly]] speed 40 ft.)&lt;br /&gt;
&lt;br /&gt;
==== Tranquility ====&lt;br /&gt;
;Tranquility (Ex)&lt;br /&gt;
&lt;br /&gt;
At 2nd level, Brightness Seekers awaken memories of their past incarnations and realize that even death is merely a threshold to another existence rather than something to be feared. They gain a +10 resistance bonus on saves against fear effects. &lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.&lt;br /&gt;
&lt;br /&gt;
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.&lt;br /&gt;
&lt;br /&gt;
;Spontaneous Casting&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any [[#Summon Nature's Ally]] spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
;Chaotic, Evil, Good, and Lawful Spells&lt;br /&gt;
&lt;br /&gt;
A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.&lt;br /&gt;
&lt;br /&gt;
;Orisons (Sp)&lt;br /&gt;
&lt;br /&gt;
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.&lt;br /&gt;
&lt;br /&gt;
==== Spike Growth ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level druid 3, ranger 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range medium (100 ft. + 10 ft./level)&lt;br /&gt;
Area one 20-ft. square/level&lt;br /&gt;
Duration 1 hour/level (D)&lt;br /&gt;
Saving Throw Reflex partial; Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.&lt;br /&gt;
&lt;br /&gt;
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.&lt;br /&gt;
&lt;br /&gt;
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.&lt;br /&gt;
&lt;br /&gt;
Note: Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can't be disabled with the Disable Device skill.&lt;br /&gt;
&lt;br /&gt;
==== Stone Shape ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation [earth]; Level cleric/oracle 3, druid 3, sorcerer/wizard 4; Domain artifice 3, earth 3&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M/DF (soft clay)&lt;br /&gt;
Range touch&lt;br /&gt;
Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.&lt;br /&gt;
&lt;br /&gt;
==== Barkskin ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level alchemist 2, druid 2, ranger 2, summoner 2; Domain defense 2, plant 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range touch&lt;br /&gt;
Target living creature touched&lt;br /&gt;
Duration 10 min./level&lt;br /&gt;
Saving Throw none; Spell Resistance yes (harmless)&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.&lt;br /&gt;
&lt;br /&gt;
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.&lt;br /&gt;
&lt;br /&gt;
==== Bear's Endurance ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level alchemist 2, cleric/oracle 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration 1 min./level&lt;br /&gt;
Saving Throw Will negates (harmless); Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.&lt;br /&gt;
&lt;br /&gt;
==== Soften Earth and Stone ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation [earth]; Level druid 2; Domain earth 2&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Area 10-ft. square/level; see text&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.&lt;br /&gt;
&lt;br /&gt;
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.&lt;br /&gt;
&lt;br /&gt;
While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).&lt;br /&gt;
&lt;br /&gt;
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Summon Swarm ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2&lt;br /&gt;
Casting Time 1 round&lt;br /&gt;
Components V, S, M/DF (a square of red cloth)&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Effect one swarm of bats, rats, or spiders&lt;br /&gt;
Duration concentration + 2 rounds&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cure Light Wounds ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.&lt;br /&gt;
&lt;br /&gt;
==== Magic Stone ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation; Level cleric/oracle 1, druid 1; Domain earth 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range touch&lt;br /&gt;
Targets up to three pebbles touched&lt;br /&gt;
Duration 30 minutes or until discharged&lt;br /&gt;
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.&lt;br /&gt;
&lt;br /&gt;
==== Obscuring Mist ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (creation); Level cleric/oracle 1, druid 1, magus 1, sorcerer/wizard 1, witch 1; Domain air 1, darkness 1, water 1, weather 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range 20 ft.&lt;br /&gt;
Effect cloud spreads in 20-ft. radius from you, 20 ft. high&lt;br /&gt;
Duration 1 min./level (D)&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).&lt;br /&gt;
&lt;br /&gt;
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.&lt;br /&gt;
&lt;br /&gt;
This spell does not function underwater.&lt;br /&gt;
&lt;br /&gt;
==== Faery Fire ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School evocation [light]; Level druid 1; Domain light 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range long (400 ft. + 40 ft./level)&lt;br /&gt;
Area creatures and objects within a 5-ft.-radius burst&lt;br /&gt;
Duration 1 min./level (D)&lt;br /&gt;
Saving Throw none; Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as [[#Candle|candles]]. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.&lt;br /&gt;
&lt;br /&gt;
The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.&lt;br /&gt;
&lt;br /&gt;
===== Candle =====&lt;br /&gt;
A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light).&lt;br /&gt;
&lt;br /&gt;
==== Speak with Animals ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School divination; Level bard 3, druid 1, ranger 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration 1 min./level&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.&lt;br /&gt;
&lt;br /&gt;
==== Create Water ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (creation) [water]; Level cleric/oracle 0, druid 0, inquisitor 0, paladin 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Effect up to 2 gallons of water/level&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.&lt;br /&gt;
&lt;br /&gt;
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.&lt;br /&gt;
&lt;br /&gt;
==== Guidance ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School divination; Level cleric/oracle 0, druid 0, inquisitor 0, summoner 0, witch 0&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration 1 minute or until discharged&lt;br /&gt;
Saving Throw Will negates (harmless); Spell Resistance yes&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. &lt;br /&gt;
&lt;br /&gt;
==== Know Direction ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School divination; Level bard 0, druid 0&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration instantaneous&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which &amp;quot;north&amp;quot; exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, M/DF (a firefly)&lt;br /&gt;
Range touch&lt;br /&gt;
Target object touched&lt;br /&gt;
Duration 10 min./level&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.&lt;br /&gt;
&lt;br /&gt;
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.&lt;br /&gt;
&lt;br /&gt;
==== Summon Nature's Ally ====&lt;br /&gt;
===== Summon Nature's Ally I =====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School conjuration (summoning); Level druid 1, ranger 1&lt;br /&gt;
Casting Time 1 round&lt;br /&gt;
Components V, S, DF&lt;br /&gt;
Range close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
Effect one summoned creature&lt;br /&gt;
Duration 1 round/level (D)&lt;br /&gt;
Saving Throw none; Spell Resistance no&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.&lt;br /&gt;
&lt;br /&gt;
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).&lt;br /&gt;
&lt;br /&gt;
The spell conjures one of the creatures from the 1st Level list on Table: Nature's Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.&lt;br /&gt;
&lt;br /&gt;
===== Summon Nature's Ally II =====&lt;br /&gt;
School conjuration (summoning); Level druid 2, ranger 2&lt;br /&gt;
&lt;br /&gt;
This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===== Summon Nature's Ally III =====&lt;br /&gt;
&lt;br /&gt;
School conjuration (summoning); Level druid 3, ranger 3&lt;br /&gt;
&lt;br /&gt;
This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.&lt;br /&gt;
&lt;br /&gt;
===== Tables =====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! 1st Level !! Subtype&lt;br /&gt;
|-&lt;br /&gt;
| Dire rat || —&lt;br /&gt;
|-&lt;br /&gt;
| Dog || —&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin || —&lt;br /&gt;
|-&lt;br /&gt;
| Eagle || —&lt;br /&gt;
|-&lt;br /&gt;
| Giant centipede || —&lt;br /&gt;
|-&lt;br /&gt;
| Fire beetle || —&lt;br /&gt;
|-&lt;br /&gt;
| Mite (gremlin) || —&lt;br /&gt;
|-&lt;br /&gt;
| Poisonous frog || —&lt;br /&gt;
|-&lt;br /&gt;
| Pony (horse) || —&lt;br /&gt;
|-&lt;br /&gt;
| Stirge || —&lt;br /&gt;
|-&lt;br /&gt;
| Viper (snake) || —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! 2nd Level !! Subtype&lt;br /&gt;
|-&lt;br /&gt;
| Ant, giant (worker) || —&lt;br /&gt;
|-&lt;br /&gt;
| Elemental (small) || Elemental&lt;br /&gt;
|-&lt;br /&gt;
| Giant frog || —&lt;br /&gt;
|-&lt;br /&gt;
| Giant spider || —&lt;br /&gt;
|-&lt;br /&gt;
| Goblin dog || —&lt;br /&gt;
|-&lt;br /&gt;
| Horse || —&lt;br /&gt;
|-&lt;br /&gt;
| Hyena || —&lt;br /&gt;
|-&lt;br /&gt;
| Octopus || —&lt;br /&gt;
|-&lt;br /&gt;
| Squid || —&lt;br /&gt;
|-&lt;br /&gt;
| Wolf || —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
! 3rd Level !! Subtype&lt;br /&gt;
|-&lt;br /&gt;
| Ant, giant (soldier) || —&lt;br /&gt;
|-&lt;br /&gt;
| Ape || —&lt;br /&gt;
|-&lt;br /&gt;
| Aurochs (herd animal) || —&lt;br /&gt;
|-&lt;br /&gt;
| Boar || —&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah || —&lt;br /&gt;
|-&lt;br /&gt;
| Constrictor snake || —&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile || —&lt;br /&gt;
|-&lt;br /&gt;
| Dire bat || —&lt;br /&gt;
|-&lt;br /&gt;
| Electric eel || —&lt;br /&gt;
|-&lt;br /&gt;
| Giant Crab || —&lt;br /&gt;
|-&lt;br /&gt;
| Leopard (cat) || —&lt;br /&gt;
|-&lt;br /&gt;
| Monitor lizard || —&lt;br /&gt;
|-&lt;br /&gt;
| Shark || —&lt;br /&gt;
|-&lt;br /&gt;
| Wolverine || —&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beast Shape I ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation (polymorph); Level alchemist 3, magus 3, sorcerer/wizard 3; Domain fur 3&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M (a piece of the creature whose form you plan to assume)&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration 1 min./level (D)&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.&lt;br /&gt;
&lt;br /&gt;
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
==== Beast Shape II ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.&lt;br /&gt;
&lt;br /&gt;
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
==== Elemental Body I ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S, M (the element you plan to assume)&lt;br /&gt;
Range personal&lt;br /&gt;
Target you&lt;br /&gt;
Duration 1 min/level (D)&lt;br /&gt;
&amp;lt;/poem&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.&lt;br /&gt;
&lt;br /&gt;
:[[#Air Elemental]]: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a Whirlwind.&lt;br /&gt;
:[[#Earth Elemental]]: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to Earth Glide.&lt;br /&gt;
:[[#Fire Elemental]]: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability.&lt;br /&gt;
:[[#Water Elemental]]: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water.&lt;br /&gt;
&lt;br /&gt;
==== Endure Elements ====&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
School abjuration; Level alchemist 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1; Domain sun 1&lt;br /&gt;
Casting Time 1 standard action&lt;br /&gt;
Components V, S&lt;br /&gt;
Range touch&lt;br /&gt;
Target creature touched&lt;br /&gt;
Duration 24 hours&lt;br /&gt;
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.&lt;br /&gt;
&lt;br /&gt;
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.&lt;br /&gt;
&lt;br /&gt;
=== Wild Shape ===&lt;br /&gt;
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the [[#Beast Shape I]] spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.&lt;br /&gt;
&lt;br /&gt;
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)&lt;br /&gt;
&lt;br /&gt;
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.&lt;br /&gt;
&lt;br /&gt;
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as [[#Beast Shape II]]. When taking the form of an elemental, the druid's wild shape functions as [[#Elemental Body I]].&lt;br /&gt;
&lt;br /&gt;
==== Air Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Init''' +3 (+3 Dex)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)&lt;br /&gt;
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' [[#Fly]] 60 ft. (perfect)&lt;br /&gt;
:'''Melee''' slam +5 (1d4-1)&lt;br /&gt;
:'''Special Attacks''' [[#Whirlwind]]&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Whirlwind =====&lt;br /&gt;
DC 13 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top&lt;br /&gt;
&lt;br /&gt;
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.&lt;br /&gt;
&lt;br /&gt;
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.&lt;br /&gt;
&lt;br /&gt;
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.&lt;br /&gt;
&lt;br /&gt;
A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.&lt;br /&gt;
&lt;br /&gt;
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space.&lt;br /&gt;
&lt;br /&gt;
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.&lt;br /&gt;
&lt;br /&gt;
==== Fire Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Init''' +3 (+3 Dex)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)&lt;br /&gt;
:Resist fire 20, vulner. to cold (+50% dmg)&lt;br /&gt;
:'''Ref''' +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 50 ft.&lt;br /&gt;
:'''Melee''' slam +5 (1d4-1 + [[#Burn]] [1d4, DC 14])&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Burn =====&lt;br /&gt;
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature’s racial HD + the attacking creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster’s burn attack and must make a Reflex save to avoid catching on fire.&lt;br /&gt;
&lt;br /&gt;
==== Earth Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 20 ft., burrow 20 ft.&lt;br /&gt;
:'''Melee''' slam +7 (1d6+1)&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 13 (+4 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +5 (+5 BAB, +1 Str, -1 size); '''CMD''' 17 (10 +5 BAB, +1 Str, +2 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Earth Glide =====&lt;br /&gt;
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.&lt;br /&gt;
&lt;br /&gt;
==== Water Elemental ====&lt;br /&gt;
:'''N Small humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' darkvision 60 ft.&lt;br /&gt;
:'''AC''' 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)&lt;br /&gt;
:'''hp''' 55 (8d8+16); acid resistance 10 ([[#Earth Domain]])&lt;br /&gt;
:After changing back, Character loses 8 hp gained from higher Con.&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 20 ft., swim 60 ft. (breathes water)&lt;br /&gt;
:'''Melee''' slam +5 (1d4-1)&lt;br /&gt;
&lt;br /&gt;
:'''Fort''' +9 (+2 Con, +5 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 14, '''Con''' 15 (+2 size), '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -1 Str, -1 size); '''CMD''' 15 (10 +5 BAB, -1 Str, +2 Dex, -1 size)&lt;br /&gt;
&lt;br /&gt;
===== Vortex =====&lt;br /&gt;
DC 14 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top&lt;br /&gt;
&lt;br /&gt;
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the [[#Whirlwind]] special attack, but can only form underwater and cannot leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Deinonychus ====&lt;br /&gt;
:'''Senses''' low-light vision, [[#Scent]].&lt;br /&gt;
:'''AC''' 15, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 NA, +1 Ring)&lt;br /&gt;
:'''Speed''' 60 ft.&lt;br /&gt;
:'''Melee''' 2 talons +5 (1d8), bite +5 (1d6), foreclaws +0 (1d4)&lt;br /&gt;
:'''Special Attacks''': pounce (full attack after charge)&lt;br /&gt;
:'''Str''' 11 (+2 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''CMB''' +5 (+5 BAB); '''CMD''' 17 (10 +5 BAB, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
:'''Skills''':&lt;br /&gt;
:Jump +12 (+0 Str +12 racial)&lt;br /&gt;
&lt;br /&gt;
==== Cave Bear ====&lt;br /&gt;
:'''N Large humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' low-light vision, [[#Scent]].&lt;br /&gt;
:'''Init''': +1&lt;br /&gt;
:'''AC''' 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size +1 Ring)&lt;br /&gt;
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 40 ft.&lt;br /&gt;
:'''Melee''' 2 claws +5 (1d6+1 plus [[#Grab]]), bite +5 (1d8+1)&lt;br /&gt;
:'''Space/Reach''': 10 ft./ 5 ft.&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; '''CMD''' 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)&lt;br /&gt;
&lt;br /&gt;
:'''Skills''':&lt;br /&gt;
:Jump +5 (+1 Str +4 racial)&lt;br /&gt;
:Stealth -3 (-4 size, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
==== Dire Tiger ====&lt;br /&gt;
:'''N Large humanoid''' (elf, human)&lt;br /&gt;
:'''Senses''' low-light vision, [[#Scent]].&lt;br /&gt;
:'''Init''': +1&lt;br /&gt;
:'''AC''' 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size)&lt;br /&gt;
:'''Ref''' +7 (+1 Dex, +2 feat, +2 Druid, +1 equip +1 Seeker)&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 40 ft.&lt;br /&gt;
:'''Melee''' 2 claws +5 (2d4+1 plus [[#Grab]]), bite +5 (2d6+1/19–20 plus [[#Grab]])&lt;br /&gt;
:'''Special Attacks''': pounce (full attack after charge), rake (2 claws +7, 2d4+1)&lt;br /&gt;
:'''Space/Reach''': 10 ft./ 5 ft.&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 13 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; '''CMD''' 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)&lt;br /&gt;
&lt;br /&gt;
:'''Skills''':&lt;br /&gt;
:Jump +5 (+1 Str +4 racial)&lt;br /&gt;
:Stealth -3 (-4 size, +1 Dex), +1 in tall grass&lt;br /&gt;
&lt;br /&gt;
=== Special Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Scent ====&lt;br /&gt;
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.&lt;br /&gt;
&lt;br /&gt;
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.&lt;br /&gt;
&lt;br /&gt;
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.&lt;br /&gt;
&lt;br /&gt;
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.&lt;br /&gt;
&lt;br /&gt;
==== Grab ====&lt;br /&gt;
If a creature with this special attack hits with the indicated attack (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. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.&lt;br /&gt;
&lt;br /&gt;
The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.&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;
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.&lt;br /&gt;
&lt;br /&gt;
==== Grapple ====&lt;br /&gt;
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).&lt;br /&gt;
&lt;br /&gt;
;Move&lt;br /&gt;
&lt;br /&gt;
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
&lt;br /&gt;
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.&lt;br /&gt;
&lt;br /&gt;
;Pin&lt;br /&gt;
&lt;br /&gt;
You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.&lt;br /&gt;
Tie Up&lt;br /&gt;
&lt;br /&gt;
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.&lt;br /&gt;
&lt;br /&gt;
;If You Are Grappled&lt;br /&gt;
&lt;br /&gt;
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.&lt;br /&gt;
&lt;br /&gt;
;Multiple Creatures&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.&lt;br /&gt;
&lt;br /&gt;
;grappled condition&lt;br /&gt;
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.&lt;br /&gt;
&lt;br /&gt;
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.&lt;br /&gt;
&lt;br /&gt;
;pinned condition&lt;br /&gt;
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.&lt;br /&gt;
&lt;br /&gt;
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.&lt;br /&gt;
&lt;br /&gt;
==== Jump ====&lt;br /&gt;
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).&lt;br /&gt;
&lt;br /&gt;
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.&lt;br /&gt;
&lt;br /&gt;
Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.&lt;br /&gt;
&lt;br /&gt;
==== Fly ====&lt;br /&gt;
; Fly (Dex; Armor Check Penalty)&lt;br /&gt;
&lt;br /&gt;
You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.&lt;br /&gt;
Requirement&lt;br /&gt;
&lt;br /&gt;
You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
|+ Table: Flying Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
! Flying Maneuver !! Fly DC&lt;br /&gt;
|-&lt;br /&gt;
Move less than half speed and remain flying || 10&lt;br /&gt;
|-&lt;br /&gt;
| Hover || 15&lt;br /&gt;
|-&lt;br /&gt;
| Turn greater than 45° by spending 5 feet of movement || 15&lt;br /&gt;
|-&lt;br /&gt;
| Turn 180° by spending 10 feet of movement || 20&lt;br /&gt;
|-&lt;br /&gt;
| Fly up at a greater than 45° angle1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
|+ Table: Wind Effects on Flying&lt;br /&gt;
|-&lt;br /&gt;
! Wind Force !! Wind Speed !! Checked Size !! Blown Away Size !! Fly Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Light || 0–10 mph || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 11–20 mph || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 21–30 mph || Tiny || — || –2&lt;br /&gt;
|-&lt;br /&gt;
| Severe || 31–50 mph || Small || Tiny || –4&lt;br /&gt;
|-&lt;br /&gt;
| Windstorm || 51–74 mph || Medium || Small || –8&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane || 75–174 mph || Large || Medium || –12&lt;br /&gt;
|-&lt;br /&gt;
| Tornado || 175+ mph || Huge || Large || –16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Attacked While Flying=====&lt;br /&gt;
&lt;br /&gt;
You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.&lt;br /&gt;
&lt;br /&gt;
=====Collision While Flying=====&lt;br /&gt;
&lt;br /&gt;
If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.&lt;br /&gt;
Avoid Falling Damage&lt;br /&gt;
&lt;br /&gt;
If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.&lt;br /&gt;
&lt;br /&gt;
===== High Wind Speeds=====&lt;br /&gt;
&lt;br /&gt;
Flying in high winds adds penalties on your Fly checks as noted on the Wind Effects table.&lt;br /&gt;
&lt;br /&gt;
“Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists.&lt;br /&gt;
&lt;br /&gt;
“Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.&lt;br /&gt;
&lt;br /&gt;
;Action&lt;br /&gt;
None. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.&lt;br /&gt;
&lt;br /&gt;
;Try Again&lt;br /&gt;
Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage.&lt;br /&gt;
&lt;br /&gt;
===== Fly Speed =====&lt;br /&gt;
Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:&lt;br /&gt;
&lt;br /&gt;
:Clumsy –8&lt;br /&gt;
:Poor –4&lt;br /&gt;
:Average +0&lt;br /&gt;
:Good +4&lt;br /&gt;
:Perfect +8&lt;br /&gt;
&lt;br /&gt;
Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.&lt;br /&gt;
&lt;br /&gt;
===== Size =====&lt;br /&gt;
A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:&lt;br /&gt;
&lt;br /&gt;
:Fine +8&lt;br /&gt;
:Diminutive +6&lt;br /&gt;
:Tiny +4&lt;br /&gt;
:Small +2&lt;br /&gt;
:Large –2&lt;br /&gt;
:Huge –4&lt;br /&gt;
:Gargantuan –6&lt;br /&gt;
:Colossal –8&lt;br /&gt;
&lt;br /&gt;
==== Low-light Vision ====&lt;br /&gt;
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.&lt;br /&gt;
&lt;br /&gt;
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.&lt;br /&gt;
&lt;br /&gt;
==== Darkvision ====&lt;br /&gt;
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.&lt;br /&gt;
&lt;br /&gt;
==== Blindsense ====&lt;br /&gt;
Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.&lt;br /&gt;
&lt;br /&gt;
==== Swim ====&lt;br /&gt;
A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.&lt;br /&gt;
===== Swim skill =====&lt;br /&gt;
You know how to swim and can do so even in stormy water.&lt;br /&gt;
&lt;br /&gt;
'''Check'''&lt;br /&gt;
&lt;br /&gt;
Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
|+ Table: Swim Skill DCs&lt;br /&gt;
|-&lt;br /&gt;
! Water !! Swim DC&lt;br /&gt;
|-&lt;br /&gt;
| Calm water || 10&lt;br /&gt;
|-&lt;br /&gt;
| Rough water || 15&lt;br /&gt;
|-&lt;br /&gt;
| Stormy water || 20*&lt;br /&gt;
|}&lt;br /&gt;
* You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.&lt;br /&gt;
&lt;br /&gt;
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.&lt;br /&gt;
Action&lt;br /&gt;
&lt;br /&gt;
A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.&lt;br /&gt;
&lt;br /&gt;
'''Special''''&lt;br /&gt;
&lt;br /&gt;
* '''Swim Speed''': A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.&lt;br /&gt;
* '''Feats''': If you have the Athletic feat, you get a +2 bonus on Swim skill checks. If you have 10 or more ranks in Swim, the bonus increases to +4.&lt;br /&gt;
* '''Size''': The rules for familiars say &amp;quot;Small animals like these use Dexterity to modify Climb and Swim checks.&amp;quot; Note however, that not all familiars are size Small. For example, bats are size Diminutive and cats are size Tiny. Therefore our guess is that the sentence, &amp;quot;Small animals like these...&amp;quot; isn't referring specifically to size &amp;quot;Small&amp;quot; but instead to creatures size Tiny or smaller (note though that not even all creatures size Tiny or smaller appear to have this applied to their skills.)&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
==== Alchemist Fire ====&lt;br /&gt;
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.&lt;br /&gt;
&lt;br /&gt;
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.&lt;br /&gt;
&lt;br /&gt;
===== Using Splash Weapons =====&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
;You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.&lt;br /&gt;
;You Miss: First, roll 1d8 to determine the misdirection of the throw.&lt;br /&gt;
* 1 - Falls short (straight line towards the thrower.)&lt;br /&gt;
* 2 through 8 - Count around the target creature or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12639</id>
		<title>Ardor</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12639"/>
				<updated>2013-09-07T10:22:40Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Primalist Wizard''' 10&lt;br /&gt;
:'''N Medium humanoid'''&lt;br /&gt;
:'''Init''' +2&lt;br /&gt;
:'''Senses''': Perception +2&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 14, touch 14, flat-footed 12 (+2 ring +2 Dex)&lt;br /&gt;
:'''hp''' 66 (10d6[36] + 3*10)&lt;br /&gt;
:'''Fort''' +6 (+3 Con, +3 Wiz)&lt;br /&gt;
:'''Ref''' +5 (+2 Dex, +3 Wiz)&lt;br /&gt;
:'''Will''' +9 (+2 Wis, +7 Wiz)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +3 (1d6–2) &lt;br /&gt;
:'''Ranged''' mwk sling +7 (1d4–2)&lt;br /&gt;
&lt;br /&gt;
'''Wizards [[#Spells]] Prepared''' (CL 10th; concentration +13)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 6 (-2), '''Dex''' 15 (+2), '''Con''' 17 (+3), '''Int''' 23 (+6), '''Wis''' 14 (+2), '''Cha''' 10 (+0)&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -2 Str); '''CMD''' 15 (10 +5 BAB, -2 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st level: [[#Spell Penetration]]&lt;br /&gt;
* Bonus: [[#Scibe Scroll]]&lt;br /&gt;
* 3rd level: Greater Spell Penetration&lt;br /&gt;
* 5th level: [[#Spell Focus]]: Evocation&lt;br /&gt;
* 7th level: Greater Spell Focus: Evocation&lt;br /&gt;
* 9th level: [[#Golem Constructor]]&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (2+3 Int) x3 for Wizard &amp;amp; (2+4 Int) x7 for Wizard = 57&lt;br /&gt;
* Spellcraft +17 (10 ranks +3 class + 4 Int)&lt;br /&gt;
* Knowledge (arcana) +17 (10 ranks +3 class +4 Int)&lt;br /&gt;
* Craft (sculptures) +17 (10 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (engineer) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (planes) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (dungeon) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (history) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (geography) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (nobility) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (nature) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Fly +8 (3 ranks +3 class +2 Dex)&lt;br /&gt;
* Appraise +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common,  Tien,  Varisian, Skald&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mask Golem]]&lt;br /&gt;
* Mask of Intelligence +4&lt;br /&gt;
* Ring of Protection +2&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouch&lt;br /&gt;
&lt;br /&gt;
3000 gp&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The wizards's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
&lt;br /&gt;
Skill Ranks Per Level: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  rowspan=2 | Lvl&lt;br /&gt;
! rowspan=2 | BAB&lt;br /&gt;
! rowspan=2 | Fort &lt;br /&gt;
! rowspan=2 | Ref &lt;br /&gt;
! rowspan=2 | Will&lt;br /&gt;
! rowspan=2 | Special&lt;br /&gt;
! colspan=10 | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +0 || +0 || +2 || Primal Magic, arcane school, cantrips, Scribe Scroll&lt;br /&gt;
| 3 || 1 || — ||  — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +0 || +0 || +3 || &lt;br /&gt;
|4  || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| +1 || +1 || +1 || +3 ||&lt;br /&gt;
| 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| +2 || +1 || +1 || +4 || &lt;br /&gt;
| 4 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 5th &lt;br /&gt;
| +2 || +1 || +1 || +4 	|| Enhance Primal Magic Event, Primal Magic +1/day&lt;br /&gt;
| 4 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 6th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 7th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 4 || 3 || 2 || 1 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 8th &lt;br /&gt;
| +4 || +2 || +2 || +6 || &lt;br /&gt;
| 4 || 4 || 3 || 3 || 2 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 9th &lt;br /&gt;
| +4 || +3 || +3 || +6 || &lt;br /&gt;
| 4 || 4 || 4 || 3 || 2 || 1 || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 9th &lt;br /&gt;
| +5 || +3 || +3 || +7 || &lt;br /&gt;
| 4 || 4+2+E || 4+2+E || 3+1+E || 3+1+E || 2+E || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bonus spells from high Int and Evocation school spec.&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.&lt;br /&gt;
&lt;br /&gt;
'''Starting Spells (See Spellbooks below)''': A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).&lt;br /&gt;
&lt;br /&gt;
'''Spells Gained at a New Level''': Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.&lt;br /&gt;
&lt;br /&gt;
==== Spellbooks ====&lt;br /&gt;
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.&lt;br /&gt;
&lt;br /&gt;
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.&lt;br /&gt;
&lt;br /&gt;
;Adding Spells to a Wizard's Spellbook:&lt;br /&gt;
&lt;br /&gt;
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).&lt;br /&gt;
&lt;br /&gt;
;Spells Gained at a New Level:&lt;br /&gt;
&lt;br /&gt;
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.&lt;br /&gt;
&lt;br /&gt;
;Spells Copied from Another Spellbook or Scroll:&lt;br /&gt;
&lt;br /&gt;
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.&lt;br /&gt;
&lt;br /&gt;
==== Primal Magic ====&lt;br /&gt;
Primal Magic (Su)&lt;br /&gt;
&lt;br /&gt;
At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.&lt;br /&gt;
&lt;br /&gt;
==== Arcane School ====&lt;br /&gt;
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.&lt;br /&gt;
&lt;br /&gt;
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.&lt;br /&gt;
&lt;br /&gt;
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.&lt;br /&gt;
&lt;br /&gt;
;Evocation Arcane School (Admixture subschool)&lt;br /&gt;
&lt;br /&gt;
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Opposition schools: Illusion, Divination.&lt;br /&gt;
&lt;br /&gt;
===== Intense Spells =====&lt;br /&gt;
'''Intense Spells (Su)''': Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.&lt;br /&gt;
&lt;br /&gt;
===== Versatile Evocation =====&lt;br /&gt;
&lt;br /&gt;
'''Versatile Evocation (Su)''': When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
===== Elemental Manipulation =====&lt;br /&gt;
&lt;br /&gt;
'''Elemental Manipulation (Su)''': At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips ====&lt;br /&gt;
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).&lt;br /&gt;
&lt;br /&gt;
==== Scribe Scroll ====&lt;br /&gt;
At 1st level, a wizard gains Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''Benefit''': You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.&lt;br /&gt;
&lt;br /&gt;
See [[#Magic Item Creation]] rules for more information.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spells and Armor ====&lt;br /&gt;
&lt;br /&gt;
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.&lt;br /&gt;
&lt;br /&gt;
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure&lt;br /&gt;
&lt;br /&gt;
==== Enhance Primal Magic Event ====&lt;br /&gt;
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event. &lt;br /&gt;
&lt;br /&gt;
==== Primal Surge  ====&lt;br /&gt;
Primal Surge (Su): At 10th level, whenever a primalist triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. She becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the event’s CR against a DC of 11 + her wizard level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply. &lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
==== Spell Penetration ====&lt;br /&gt;
You get a +4 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.&lt;br /&gt;
&lt;br /&gt;
==== Spell Focus ====&lt;br /&gt;
Greater Spell Focus - Evocation: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.&lt;br /&gt;
&lt;br /&gt;
==== Golem Constructor ====&lt;br /&gt;
'''Benefit''': You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.&lt;br /&gt;
&lt;br /&gt;
'''Special''': You may select this discovery multiple times. Each time you select this discovery, it applies to a different kind of golem. &lt;br /&gt;
&lt;br /&gt;
;Craft Construct&lt;br /&gt;
You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
===== Mask Golem =====&lt;br /&gt;
See. p. XXX&lt;br /&gt;
&lt;br /&gt;
=== Spellbook ===&lt;br /&gt;
&lt;br /&gt;
Starting:&lt;br /&gt;
* 0: all /div, ill&lt;br /&gt;
# 3 + 3&lt;br /&gt;
* +2/level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
# See Invisibility&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
# Dominate Person, Telekinesis&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic rules ===&lt;br /&gt;
Magic is the lifeblood of many worlds. Yet in its raw form, magic is not an ordered force—it is the all-encompassing chaos of possibility. The same energies that can be shaped to create explosive fireballs, raise the dead, divine the future, heal the sick, and summon demons can do that and more without the direction of skilled spellcasters. Normally, this unfocused magical potential does not exist in reality; it lies beyond reality, where it waits to be tapped. Where exactly magic comes from remains a lively debate today, but when magic is unleashed without any attempt to focus it—when it leaks into the world in its raw form—the result is known as primal magic.&lt;br /&gt;
&lt;br /&gt;
In some realms, magic is left to indulge in its raw chaos as it wishes—here, primal magic is often called “wild magic.” On the Material Plane, the world feels the touch of primal magic when the laws of reality themselves have been damaged. Here, magic flows in unpredictable tides and currents. At one moment, a region function normally while at another, magic won’t function at all. Usually, though, primal magic holds sway.&lt;br /&gt;
&lt;br /&gt;
Manifestations of primal magic tend to build up potential before they explode into existence. Just as a thunderstorm doesn’t constantly lance the ground below with a constant beam of lightning, these bolts manifest periodically and almost randomly. And just as lightning can be called with lightning rods, primal magic can be purposefully or accidentally drawn out by utilizing magic in areas where such energies are building.&lt;br /&gt;
&lt;br /&gt;
When primal magic manifests, roll on Table: Sample Primal Magic Events to determine what occurs.&lt;br /&gt;
&lt;br /&gt;
As the primal magic exerts its power, consider crossing off the effect that occurs and designing replacement events and effects. If you want primal magic to play a big role in your campaign, you should try to ensure that no two effects are ever quite the same. One easy way to achieve this is to simply substitute random spell effects with unusual descriptions in place of normal ones, such as a black fireball that smells of roses and deals acid damage.&lt;br /&gt;
&lt;br /&gt;
Spontaneous primal magic effects can occur as often or as infrequently as you wish, but as a general rule, try to limit the effects to one per combat encounter at most. The majority of primal magic effects should instead occur when creatures activate magic items, use spell-like abilities, or cast spells in such an area (simply carrying a magic item or gaining the benefits of a constant-use item or spell effect isn’t enough—it’s the actual act of activation or casting that triggers primal magic). When a creature activates a magic item, casts a spell, or uses a spell-like ability in an area infused with primal magic, there’s a 50% chance that the spell effect is replaced by a primal magic effect. A spellcaster casting a spell, using a spell-like ability, or activating a spell completion or spell trigger magic item can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect. Creatures activating other kinds of magic items do not have the option of making a Spellcraft check to avoid triggering a primal magic effect.&lt;br /&gt;
&lt;br /&gt;
When a primal magic effect occurs naturally, it targets a random creature or location in the vicinity around the PCs or whatever region you wish to inflict the event upon. When the effect occurs, you need to determine the CR of the event. If the event is triggered by a spellcaster or a magic item, the event’s CR is equal to the spellcaster’s or item’s caster level. When an event occurs naturally, you can roll 1d20 to determine the CR. Of course, you should strongly consider lowering primal magic event CRs to match or at least closely approximate the average party level of your PCs. Not all primal magic events are harmful, but it’s neither fun nor fair for players to frequently be hit with an effect that’s too far beyond their ability to deal with.&lt;br /&gt;
&lt;br /&gt;
Primal magic events often linger for minutes, hours, or even days. These effects can be dispelled via dispel magic and similar spells. Treat the event’s CR as its caster level in this case.&lt;br /&gt;
&lt;br /&gt;
In Table: Sample Primal Magic Events, “CR” is used to indicate a mathematical value; use the primal magic’s CR to set this number. For example, a CR 11 primal magic event that lasts for “CR minutes and affects an area with a radius of CR × 5 feet” lasts for 11 minutes and affects an area with a radius of 55 feet.&lt;br /&gt;
&lt;br /&gt;
;Unleashing Primal Magic&lt;br /&gt;
&lt;br /&gt;
Areas affected by primal magic are like scars upon the rugged flesh of the world, invisibly and intangibly overlaid on the fabric of reality. Generally, areas of primal magic form in places afflicted by forces beyond mortal control—areas scoured by godly wrath, breaches between the planes, sites where powerful artifacts were destroyed. In most of these instances, the primal magic subsides as reality repairs itself, though it might take a matter of weeks, years, or even centuries. In the cases of extreme abuse, an area’s magical cohesiveness might never recover, resulting in areas of permanent primal magic. In general, the location of existing areas of primal magic and the creation of new areas is left up to the GM, but should always be the result of magic of extraordinary force or of an arcane catastrophe of epic proportions. Such should be encountered only rarely, allowing such sites to retain their sense of danger and calamitous history.&lt;br /&gt;
&lt;br /&gt;
{| class=standard&lt;br /&gt;
|+ Sample Primal Magic Events&lt;br /&gt;
|-&lt;br /&gt;
| d%  || Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1–6  || Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.&lt;br /&gt;
|-&lt;br /&gt;
| 7–10  || A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.&lt;br /&gt;
|-&lt;br /&gt;
| 11–14  || Strange music fills the air for a number of minutes equal to the CR. Possible choices include the following (roll 1d4):&lt;br /&gt;
&lt;br /&gt;
# Battle chants&lt;br /&gt;
# Opera arias&lt;br /&gt;
# Prayers, or&lt;br /&gt;
# Monastic chants.&lt;br /&gt;
&lt;br /&gt;
The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.&lt;br /&gt;
|-&lt;br /&gt;
| 15–18  || A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 19–22  || One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.&lt;br /&gt;
|-&lt;br /&gt;
| 23–26  || A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.&lt;br /&gt;
|-&lt;br /&gt;
| 27–32  || A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| 33–38  || Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 39–44  || Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 45–48  || An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.&lt;br /&gt;
|-&lt;br /&gt;
| 49–54  || The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.&lt;br /&gt;
|-&lt;br /&gt;
| 55–62  || Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.&lt;br /&gt;
|-&lt;br /&gt;
| 63–68  || A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.&lt;br /&gt;
|-&lt;br /&gt;
| 69–74  || A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-foot-radius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 75–78  || Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.&lt;br /&gt;
|-&lt;br /&gt;
| 79–88  || Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 89–94  || A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.&lt;br /&gt;
|-&lt;br /&gt;
| 95–98  || A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.&lt;br /&gt;
|-&lt;br /&gt;
| 99–100  || Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Creation ===&lt;br /&gt;
&lt;br /&gt;
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.&lt;br /&gt;
&lt;br /&gt;
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.&lt;br /&gt;
&lt;br /&gt;
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.&lt;br /&gt;
&lt;br /&gt;
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.&lt;br /&gt;
&lt;br /&gt;
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.&lt;br /&gt;
&lt;br /&gt;
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.&lt;br /&gt;
&lt;br /&gt;
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).&lt;br /&gt;
&lt;br /&gt;
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12638</id>
		<title>Ardor</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12638"/>
				<updated>2013-09-07T09:56:25Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: EvilCat переименовал страницу Armat в Ardor без оставления перенаправления&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Primalist Wizard''' 9&lt;br /&gt;
:'''N Medium humanoid'''&lt;br /&gt;
:'''Init''' +2&lt;br /&gt;
:'''Senses''': Perception +2&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 10 (+2 Dex)&lt;br /&gt;
:'''hp''' 60 (9d6[33] + 3*9)&lt;br /&gt;
:'''Fort''' +6 (+3 Con, +3 Wiz)&lt;br /&gt;
:'''Ref''' +5 (+2 Dex, +3 Wiz)&lt;br /&gt;
:'''Will''' +8 (+2 Wis, +6 Wiz)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +2 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +6 (1d4–1)&lt;br /&gt;
&lt;br /&gt;
'''Wizards [[#Spells]] Prepared''' (CL 9th; concentration +13)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 6 (-2), '''Dex''' 15 (+2), '''Con''' 17 (+3), '''Int''' 19 (+4), '''Wis''' 14 (+2), '''Cha''' 10 (+0)&lt;br /&gt;
:'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -2 Str); '''CMD''' 14 (10 +4 BAB, -2 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st level: &lt;br /&gt;
* Bonus: [[#Scibe Scroll]]&lt;br /&gt;
* 3rd level: [[#Craft Wondrous Item]] ?&lt;br /&gt;
* 5th level: [[#Craft Magic Arms and Armor]] ?&lt;br /&gt;
* 7th level: [[#Craft Construct]] ?&lt;br /&gt;
* 9th level: [[#Golem Constructor]]&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (2+3 Int) x3 for Wizard &amp;amp; (2+4 Int) x6 for Wizard = 51&lt;br /&gt;
* Spellcraft +16 (9 ranks +3 class + 4 Int)&lt;br /&gt;
* Knowledge (arcana) +16 (9 ranks +3 class +4 Int)&lt;br /&gt;
* Craft (sculptures) +16 (9 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (engineer) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (planes) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (dungeon) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (history) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (geography) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (nobility) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Fly +8 (3 ranks +3 class +2 Dex)&lt;br /&gt;
* Appraise +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common,  Tien,  Varisian, Skald&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mask Golem]] (12,500 + 2000 + 500 = 15,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouch&lt;br /&gt;
&lt;br /&gt;
46,000 gp (init)&lt;br /&gt;
31,000 gp&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The wizards's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
&lt;br /&gt;
Skill Ranks Per Level: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  rowspan=2 | Lvl&lt;br /&gt;
! rowspan=2 | BAB&lt;br /&gt;
! rowspan=2 | Fort &lt;br /&gt;
! rowspan=2 | Ref &lt;br /&gt;
! rowspan=2 | Will&lt;br /&gt;
! rowspan=2 | Special&lt;br /&gt;
! colspan=10 | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +0 || +0 || +2 || Primal Magic, arcane school, cantrips, Scribe Scroll&lt;br /&gt;
| 3 || 1 || — ||  — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +0 || +0 || +3 || &lt;br /&gt;
|4  || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| +1 || +1 || +1 || +3 ||&lt;br /&gt;
| 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| +2 || +1 || +1 || +4 || &lt;br /&gt;
| 4 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 5th &lt;br /&gt;
| +2 || +1 || +1 || +4 	|| Enhance Primal Magic Event, Primal Magic +1/day&lt;br /&gt;
| 4 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 6th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 7th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 4 || 3 || 2 || 1 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 8th &lt;br /&gt;
| +4 || +2 || +2 || +6 || &lt;br /&gt;
| 4 || 4 || 3 || 3 || 2 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 9th &lt;br /&gt;
| +4 || +3 || +3 || +6 || &lt;br /&gt;
| 4 || 4+1+E || 4+1+E || 3+1+E || 2+1+E || 1+E || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bonus spells from high Int and Evocation school spec.&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.&lt;br /&gt;
&lt;br /&gt;
'''Starting Spells (See Spellbooks below)''': A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).&lt;br /&gt;
&lt;br /&gt;
'''Spells Gained at a New Level''': Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.&lt;br /&gt;
&lt;br /&gt;
==== Spellbooks ====&lt;br /&gt;
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.&lt;br /&gt;
&lt;br /&gt;
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.&lt;br /&gt;
&lt;br /&gt;
;Adding Spells to a Wizard's Spellbook:&lt;br /&gt;
&lt;br /&gt;
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).&lt;br /&gt;
&lt;br /&gt;
;Spells Gained at a New Level:&lt;br /&gt;
&lt;br /&gt;
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.&lt;br /&gt;
&lt;br /&gt;
;Spells Copied from Another Spellbook or Scroll:&lt;br /&gt;
&lt;br /&gt;
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.&lt;br /&gt;
&lt;br /&gt;
==== Primal Magic ====&lt;br /&gt;
Primal Magic (Su)&lt;br /&gt;
&lt;br /&gt;
At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.&lt;br /&gt;
&lt;br /&gt;
==== Arcane School ====&lt;br /&gt;
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.&lt;br /&gt;
&lt;br /&gt;
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.&lt;br /&gt;
&lt;br /&gt;
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.&lt;br /&gt;
&lt;br /&gt;
;Evocation Arcane School (Admixture subschool)&lt;br /&gt;
&lt;br /&gt;
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Opposition schools: Illusion, Divination.&lt;br /&gt;
&lt;br /&gt;
===== Intense Spells =====&lt;br /&gt;
'''Intense Spells (Su)''': Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.&lt;br /&gt;
&lt;br /&gt;
===== Versatile Evocation =====&lt;br /&gt;
&lt;br /&gt;
'''Versatile Evocation (Su)''': When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
===== Elemental Manipulation =====&lt;br /&gt;
&lt;br /&gt;
'''Elemental Manipulation (Su)''': At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips ====&lt;br /&gt;
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).&lt;br /&gt;
&lt;br /&gt;
==== Scribe Scroll ====&lt;br /&gt;
At 1st level, a wizard gains Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''Benefit''': You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.&lt;br /&gt;
&lt;br /&gt;
See [[#Magic Item Creation]] rules for more information.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spells and Armor ====&lt;br /&gt;
&lt;br /&gt;
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.&lt;br /&gt;
&lt;br /&gt;
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure&lt;br /&gt;
&lt;br /&gt;
==== Enhance Primal Magic Event ====&lt;br /&gt;
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event. &lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
==== Golem Constructor ====&lt;br /&gt;
'''Benefit''': You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.&lt;br /&gt;
&lt;br /&gt;
'''Special''': You may select this discovery multiple times. Each time you select this discovery, it applies to a different kind of golem. &lt;br /&gt;
&lt;br /&gt;
;Craft Construct&lt;br /&gt;
You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
===== Mask Golem =====&lt;br /&gt;
See. p. XXX&lt;br /&gt;
&lt;br /&gt;
=== Spellbook ===&lt;br /&gt;
&lt;br /&gt;
Starting:&lt;br /&gt;
* 0: all /div, ill&lt;br /&gt;
# 3 + 3&lt;br /&gt;
* +2/level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
# See Invisibility&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
# Dominate Person, Telekinesis&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic rules ===&lt;br /&gt;
Magic is the lifeblood of many worlds. Yet in its raw form, magic is not an ordered force—it is the all-encompassing chaos of possibility. The same energies that can be shaped to create explosive fireballs, raise the dead, divine the future, heal the sick, and summon demons can do that and more without the direction of skilled spellcasters. Normally, this unfocused magical potential does not exist in reality; it lies beyond reality, where it waits to be tapped. Where exactly magic comes from remains a lively debate today, but when magic is unleashed without any attempt to focus it—when it leaks into the world in its raw form—the result is known as primal magic.&lt;br /&gt;
&lt;br /&gt;
In some realms, magic is left to indulge in its raw chaos as it wishes—here, primal magic is often called “wild magic.” On the Material Plane, the world feels the touch of primal magic when the laws of reality themselves have been damaged. Here, magic flows in unpredictable tides and currents. At one moment, a region function normally while at another, magic won’t function at all. Usually, though, primal magic holds sway.&lt;br /&gt;
&lt;br /&gt;
Manifestations of primal magic tend to build up potential before they explode into existence. Just as a thunderstorm doesn’t constantly lance the ground below with a constant beam of lightning, these bolts manifest periodically and almost randomly. And just as lightning can be called with lightning rods, primal magic can be purposefully or accidentally drawn out by utilizing magic in areas where such energies are building.&lt;br /&gt;
&lt;br /&gt;
When primal magic manifests, roll on Table: Sample Primal Magic Events to determine what occurs.&lt;br /&gt;
&lt;br /&gt;
As the primal magic exerts its power, consider crossing off the effect that occurs and designing replacement events and effects. If you want primal magic to play a big role in your campaign, you should try to ensure that no two effects are ever quite the same. One easy way to achieve this is to simply substitute random spell effects with unusual descriptions in place of normal ones, such as a black fireball that smells of roses and deals acid damage.&lt;br /&gt;
&lt;br /&gt;
Spontaneous primal magic effects can occur as often or as infrequently as you wish, but as a general rule, try to limit the effects to one per combat encounter at most. The majority of primal magic effects should instead occur when creatures activate magic items, use spell-like abilities, or cast spells in such an area (simply carrying a magic item or gaining the benefits of a constant-use item or spell effect isn’t enough—it’s the actual act of activation or casting that triggers primal magic). When a creature activates a magic item, casts a spell, or uses a spell-like ability in an area infused with primal magic, there’s a 50% chance that the spell effect is replaced by a primal magic effect. A spellcaster casting a spell, using a spell-like ability, or activating a spell completion or spell trigger magic item can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect. Creatures activating other kinds of magic items do not have the option of making a Spellcraft check to avoid triggering a primal magic effect.&lt;br /&gt;
&lt;br /&gt;
When a primal magic effect occurs naturally, it targets a random creature or location in the vicinity around the PCs or whatever region you wish to inflict the event upon. When the effect occurs, you need to determine the CR of the event. If the event is triggered by a spellcaster or a magic item, the event’s CR is equal to the spellcaster’s or item’s caster level. When an event occurs naturally, you can roll 1d20 to determine the CR. Of course, you should strongly consider lowering primal magic event CRs to match or at least closely approximate the average party level of your PCs. Not all primal magic events are harmful, but it’s neither fun nor fair for players to frequently be hit with an effect that’s too far beyond their ability to deal with.&lt;br /&gt;
&lt;br /&gt;
Primal magic events often linger for minutes, hours, or even days. These effects can be dispelled via dispel magic and similar spells. Treat the event’s CR as its caster level in this case.&lt;br /&gt;
&lt;br /&gt;
In Table: Sample Primal Magic Events, “CR” is used to indicate a mathematical value; use the primal magic’s CR to set this number. For example, a CR 11 primal magic event that lasts for “CR minutes and affects an area with a radius of CR × 5 feet” lasts for 11 minutes and affects an area with a radius of 55 feet.&lt;br /&gt;
&lt;br /&gt;
;Unleashing Primal Magic&lt;br /&gt;
&lt;br /&gt;
Areas affected by primal magic are like scars upon the rugged flesh of the world, invisibly and intangibly overlaid on the fabric of reality. Generally, areas of primal magic form in places afflicted by forces beyond mortal control—areas scoured by godly wrath, breaches between the planes, sites where powerful artifacts were destroyed. In most of these instances, the primal magic subsides as reality repairs itself, though it might take a matter of weeks, years, or even centuries. In the cases of extreme abuse, an area’s magical cohesiveness might never recover, resulting in areas of permanent primal magic. In general, the location of existing areas of primal magic and the creation of new areas is left up to the GM, but should always be the result of magic of extraordinary force or of an arcane catastrophe of epic proportions. Such should be encountered only rarely, allowing such sites to retain their sense of danger and calamitous history.&lt;br /&gt;
&lt;br /&gt;
{| class=standard&lt;br /&gt;
|+ Sample Primal Magic Events&lt;br /&gt;
|-&lt;br /&gt;
| d%  || Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1–6  || Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.&lt;br /&gt;
|-&lt;br /&gt;
| 7–10  || A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.&lt;br /&gt;
|-&lt;br /&gt;
| 11–14  || Strange music fills the air for a number of minutes equal to the CR. Possible choices include the following (roll 1d4):&lt;br /&gt;
&lt;br /&gt;
# Battle chants&lt;br /&gt;
# Opera arias&lt;br /&gt;
# Prayers, or&lt;br /&gt;
# Monastic chants.&lt;br /&gt;
&lt;br /&gt;
The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.&lt;br /&gt;
|-&lt;br /&gt;
| 15–18  || A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 19–22  || One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.&lt;br /&gt;
|-&lt;br /&gt;
| 23–26  || A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.&lt;br /&gt;
|-&lt;br /&gt;
| 27–32  || A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| 33–38  || Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 39–44  || Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 45–48  || An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.&lt;br /&gt;
|-&lt;br /&gt;
| 49–54  || The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.&lt;br /&gt;
|-&lt;br /&gt;
| 55–62  || Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.&lt;br /&gt;
|-&lt;br /&gt;
| 63–68  || A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.&lt;br /&gt;
|-&lt;br /&gt;
| 69–74  || A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-foot-radius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 75–78  || Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.&lt;br /&gt;
|-&lt;br /&gt;
| 79–88  || Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 89–94  || A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.&lt;br /&gt;
|-&lt;br /&gt;
| 95–98  || A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.&lt;br /&gt;
|-&lt;br /&gt;
| 99–100  || Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Creation ===&lt;br /&gt;
&lt;br /&gt;
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.&lt;br /&gt;
&lt;br /&gt;
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.&lt;br /&gt;
&lt;br /&gt;
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.&lt;br /&gt;
&lt;br /&gt;
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.&lt;br /&gt;
&lt;br /&gt;
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.&lt;br /&gt;
&lt;br /&gt;
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.&lt;br /&gt;
&lt;br /&gt;
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).&lt;br /&gt;
&lt;br /&gt;
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12637</id>
		<title>Ardor</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12637"/>
				<updated>2013-08-28T11:43:57Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Primalist Wizard''' 9&lt;br /&gt;
:'''N Medium humanoid'''&lt;br /&gt;
:'''Init''' +2&lt;br /&gt;
:'''Senses''': Perception +2&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 12, touch 12, flat-footed 10 (+2 Dex)&lt;br /&gt;
:'''hp''' 60 (9d6[33] + 3*9)&lt;br /&gt;
:'''Fort''' +6 (+3 Con, +3 Wiz)&lt;br /&gt;
:'''Ref''' +5 (+2 Dex, +3 Wiz)&lt;br /&gt;
:'''Will''' +8 (+2 Wis, +6 Wiz)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +2 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +6 (1d4–1)&lt;br /&gt;
&lt;br /&gt;
'''Wizards [[#Spells]] Prepared''' (CL 9th; concentration +13)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 6 (-2), '''Dex''' 15 (+2), '''Con''' 17 (+3), '''Int''' 19 (+4), '''Wis''' 14 (+2), '''Cha''' 10 (+0)&lt;br /&gt;
:'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -2 Str); '''CMD''' 14 (10 +4 BAB, -2 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st level: &lt;br /&gt;
* Bonus: [[#Scibe Scroll]]&lt;br /&gt;
* 3rd level: [[#Craft Wondrous Item]] ?&lt;br /&gt;
* 5th level: [[#Craft Magic Arms and Armor]] ?&lt;br /&gt;
* 7th level: [[#Craft Construct]] ?&lt;br /&gt;
* 9th level: [[#Golem Constructor]]&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (2+3 Int) x3 for Wizard &amp;amp; (2+4 Int) x6 for Wizard = 51&lt;br /&gt;
* Spellcraft +16 (9 ranks +3 class + 4 Int)&lt;br /&gt;
* Knowledge (arcana) +16 (9 ranks +3 class +4 Int)&lt;br /&gt;
* Craft (sculptures) +16 (9 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (engineer) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (planes) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (dungeon) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (history) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (geography) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Knowledge (nobility) +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
* Fly +8 (3 ranks +3 class +2 Dex)&lt;br /&gt;
* Appraise +10 (3 ranks +3 class +4 Int)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common,  Tien,  Varisian, Skald&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* [[#Mask Golem]] (12,500 + 2000 + 500 = 15,000 gp)&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouch&lt;br /&gt;
&lt;br /&gt;
46,000 gp (init)&lt;br /&gt;
31,000 gp&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The wizards's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
&lt;br /&gt;
Skill Ranks Per Level: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  rowspan=2 | Lvl&lt;br /&gt;
! rowspan=2 | BAB&lt;br /&gt;
! rowspan=2 | Fort &lt;br /&gt;
! rowspan=2 | Ref &lt;br /&gt;
! rowspan=2 | Will&lt;br /&gt;
! rowspan=2 | Special&lt;br /&gt;
! colspan=10 | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +0 || +0 || +2 || Primal Magic, arcane school, cantrips, Scribe Scroll&lt;br /&gt;
| 3 || 1 || — ||  — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +0 || +0 || +3 || &lt;br /&gt;
|4  || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| +1 || +1 || +1 || +3 ||&lt;br /&gt;
| 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| +2 || +1 || +1 || +4 || &lt;br /&gt;
| 4 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 5th &lt;br /&gt;
| +2 || +1 || +1 || +4 	|| Enhance Primal Magic Event, Primal Magic +1/day&lt;br /&gt;
| 4 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 6th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 7th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 4 || 3 || 2 || 1 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 8th &lt;br /&gt;
| +4 || +2 || +2 || +6 || &lt;br /&gt;
| 4 || 4 || 3 || 3 || 2 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 9th &lt;br /&gt;
| +4 || +3 || +3 || +6 || &lt;br /&gt;
| 4 || 4+1+E || 4+1+E || 3+1+E || 2+1+E || 1+E || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bonus spells from high Int and Evocation school spec.&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.&lt;br /&gt;
&lt;br /&gt;
'''Starting Spells (See Spellbooks below)''': A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).&lt;br /&gt;
&lt;br /&gt;
'''Spells Gained at a New Level''': Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.&lt;br /&gt;
&lt;br /&gt;
==== Spellbooks ====&lt;br /&gt;
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.&lt;br /&gt;
&lt;br /&gt;
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.&lt;br /&gt;
&lt;br /&gt;
;Adding Spells to a Wizard's Spellbook:&lt;br /&gt;
&lt;br /&gt;
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).&lt;br /&gt;
&lt;br /&gt;
;Spells Gained at a New Level:&lt;br /&gt;
&lt;br /&gt;
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.&lt;br /&gt;
&lt;br /&gt;
;Spells Copied from Another Spellbook or Scroll:&lt;br /&gt;
&lt;br /&gt;
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.&lt;br /&gt;
&lt;br /&gt;
==== Primal Magic ====&lt;br /&gt;
Primal Magic (Su)&lt;br /&gt;
&lt;br /&gt;
At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.&lt;br /&gt;
&lt;br /&gt;
==== Arcane School ====&lt;br /&gt;
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.&lt;br /&gt;
&lt;br /&gt;
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.&lt;br /&gt;
&lt;br /&gt;
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.&lt;br /&gt;
&lt;br /&gt;
;Evocation Arcane School (Admixture subschool)&lt;br /&gt;
&lt;br /&gt;
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Opposition schools: Illusion, Divination.&lt;br /&gt;
&lt;br /&gt;
===== Intense Spells =====&lt;br /&gt;
'''Intense Spells (Su)''': Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.&lt;br /&gt;
&lt;br /&gt;
===== Versatile Evocation =====&lt;br /&gt;
&lt;br /&gt;
'''Versatile Evocation (Su)''': When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
===== Elemental Manipulation =====&lt;br /&gt;
&lt;br /&gt;
'''Elemental Manipulation (Su)''': At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips ====&lt;br /&gt;
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).&lt;br /&gt;
&lt;br /&gt;
==== Scribe Scroll ====&lt;br /&gt;
At 1st level, a wizard gains Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''Benefit''': You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.&lt;br /&gt;
&lt;br /&gt;
See [[#Magic Item Creation]] rules for more information.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spells and Armor ====&lt;br /&gt;
&lt;br /&gt;
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.&lt;br /&gt;
&lt;br /&gt;
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure&lt;br /&gt;
&lt;br /&gt;
==== Enhance Primal Magic Event ====&lt;br /&gt;
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event. &lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
==== Golem Constructor ====&lt;br /&gt;
'''Benefit''': You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.&lt;br /&gt;
&lt;br /&gt;
'''Special''': You may select this discovery multiple times. Each time you select this discovery, it applies to a different kind of golem. &lt;br /&gt;
&lt;br /&gt;
;Craft Construct&lt;br /&gt;
You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
===== Mask Golem =====&lt;br /&gt;
See. p. XXX&lt;br /&gt;
&lt;br /&gt;
=== Spellbook ===&lt;br /&gt;
&lt;br /&gt;
Starting:&lt;br /&gt;
* 0: all /div, ill&lt;br /&gt;
# 3 + 3&lt;br /&gt;
* +2/level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
# See Invisibility&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
# Dominate Person, Telekinesis&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic rules ===&lt;br /&gt;
Magic is the lifeblood of many worlds. Yet in its raw form, magic is not an ordered force—it is the all-encompassing chaos of possibility. The same energies that can be shaped to create explosive fireballs, raise the dead, divine the future, heal the sick, and summon demons can do that and more without the direction of skilled spellcasters. Normally, this unfocused magical potential does not exist in reality; it lies beyond reality, where it waits to be tapped. Where exactly magic comes from remains a lively debate today, but when magic is unleashed without any attempt to focus it—when it leaks into the world in its raw form—the result is known as primal magic.&lt;br /&gt;
&lt;br /&gt;
In some realms, magic is left to indulge in its raw chaos as it wishes—here, primal magic is often called “wild magic.” On the Material Plane, the world feels the touch of primal magic when the laws of reality themselves have been damaged. Here, magic flows in unpredictable tides and currents. At one moment, a region function normally while at another, magic won’t function at all. Usually, though, primal magic holds sway.&lt;br /&gt;
&lt;br /&gt;
Manifestations of primal magic tend to build up potential before they explode into existence. Just as a thunderstorm doesn’t constantly lance the ground below with a constant beam of lightning, these bolts manifest periodically and almost randomly. And just as lightning can be called with lightning rods, primal magic can be purposefully or accidentally drawn out by utilizing magic in areas where such energies are building.&lt;br /&gt;
&lt;br /&gt;
When primal magic manifests, roll on Table: Sample Primal Magic Events to determine what occurs.&lt;br /&gt;
&lt;br /&gt;
As the primal magic exerts its power, consider crossing off the effect that occurs and designing replacement events and effects. If you want primal magic to play a big role in your campaign, you should try to ensure that no two effects are ever quite the same. One easy way to achieve this is to simply substitute random spell effects with unusual descriptions in place of normal ones, such as a black fireball that smells of roses and deals acid damage.&lt;br /&gt;
&lt;br /&gt;
Spontaneous primal magic effects can occur as often or as infrequently as you wish, but as a general rule, try to limit the effects to one per combat encounter at most. The majority of primal magic effects should instead occur when creatures activate magic items, use spell-like abilities, or cast spells in such an area (simply carrying a magic item or gaining the benefits of a constant-use item or spell effect isn’t enough—it’s the actual act of activation or casting that triggers primal magic). When a creature activates a magic item, casts a spell, or uses a spell-like ability in an area infused with primal magic, there’s a 50% chance that the spell effect is replaced by a primal magic effect. A spellcaster casting a spell, using a spell-like ability, or activating a spell completion or spell trigger magic item can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect. Creatures activating other kinds of magic items do not have the option of making a Spellcraft check to avoid triggering a primal magic effect.&lt;br /&gt;
&lt;br /&gt;
When a primal magic effect occurs naturally, it targets a random creature or location in the vicinity around the PCs or whatever region you wish to inflict the event upon. When the effect occurs, you need to determine the CR of the event. If the event is triggered by a spellcaster or a magic item, the event’s CR is equal to the spellcaster’s or item’s caster level. When an event occurs naturally, you can roll 1d20 to determine the CR. Of course, you should strongly consider lowering primal magic event CRs to match or at least closely approximate the average party level of your PCs. Not all primal magic events are harmful, but it’s neither fun nor fair for players to frequently be hit with an effect that’s too far beyond their ability to deal with.&lt;br /&gt;
&lt;br /&gt;
Primal magic events often linger for minutes, hours, or even days. These effects can be dispelled via dispel magic and similar spells. Treat the event’s CR as its caster level in this case.&lt;br /&gt;
&lt;br /&gt;
In Table: Sample Primal Magic Events, “CR” is used to indicate a mathematical value; use the primal magic’s CR to set this number. For example, a CR 11 primal magic event that lasts for “CR minutes and affects an area with a radius of CR × 5 feet” lasts for 11 minutes and affects an area with a radius of 55 feet.&lt;br /&gt;
&lt;br /&gt;
;Unleashing Primal Magic&lt;br /&gt;
&lt;br /&gt;
Areas affected by primal magic are like scars upon the rugged flesh of the world, invisibly and intangibly overlaid on the fabric of reality. Generally, areas of primal magic form in places afflicted by forces beyond mortal control—areas scoured by godly wrath, breaches between the planes, sites where powerful artifacts were destroyed. In most of these instances, the primal magic subsides as reality repairs itself, though it might take a matter of weeks, years, or even centuries. In the cases of extreme abuse, an area’s magical cohesiveness might never recover, resulting in areas of permanent primal magic. In general, the location of existing areas of primal magic and the creation of new areas is left up to the GM, but should always be the result of magic of extraordinary force or of an arcane catastrophe of epic proportions. Such should be encountered only rarely, allowing such sites to retain their sense of danger and calamitous history.&lt;br /&gt;
&lt;br /&gt;
{| class=standard&lt;br /&gt;
|+ Sample Primal Magic Events&lt;br /&gt;
|-&lt;br /&gt;
| d%  || Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1–6  || Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.&lt;br /&gt;
|-&lt;br /&gt;
| 7–10  || A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.&lt;br /&gt;
|-&lt;br /&gt;
| 11–14  || Strange music fills the air for a number of minutes equal to the CR. Possible choices include the following (roll 1d4):&lt;br /&gt;
&lt;br /&gt;
# Battle chants&lt;br /&gt;
# Opera arias&lt;br /&gt;
# Prayers, or&lt;br /&gt;
# Monastic chants.&lt;br /&gt;
&lt;br /&gt;
The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.&lt;br /&gt;
|-&lt;br /&gt;
| 15–18  || A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 19–22  || One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.&lt;br /&gt;
|-&lt;br /&gt;
| 23–26  || A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.&lt;br /&gt;
|-&lt;br /&gt;
| 27–32  || A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| 33–38  || Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 39–44  || Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 45–48  || An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.&lt;br /&gt;
|-&lt;br /&gt;
| 49–54  || The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.&lt;br /&gt;
|-&lt;br /&gt;
| 55–62  || Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.&lt;br /&gt;
|-&lt;br /&gt;
| 63–68  || A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.&lt;br /&gt;
|-&lt;br /&gt;
| 69–74  || A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-foot-radius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 75–78  || Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.&lt;br /&gt;
|-&lt;br /&gt;
| 79–88  || Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 89–94  || A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.&lt;br /&gt;
|-&lt;br /&gt;
| 95–98  || A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.&lt;br /&gt;
|-&lt;br /&gt;
| 99–100  || Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Creation ===&lt;br /&gt;
&lt;br /&gt;
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.&lt;br /&gt;
&lt;br /&gt;
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.&lt;br /&gt;
&lt;br /&gt;
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.&lt;br /&gt;
&lt;br /&gt;
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.&lt;br /&gt;
&lt;br /&gt;
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.&lt;br /&gt;
&lt;br /&gt;
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.&lt;br /&gt;
&lt;br /&gt;
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).&lt;br /&gt;
&lt;br /&gt;
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12636</id>
		<title>Ardor</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12636"/>
				<updated>2013-08-28T11:11:58Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Primalist Wizard''' 9&lt;br /&gt;
:'''N Medium humanoid'''&lt;br /&gt;
:'''Init''' ???&lt;br /&gt;
:'''Senses''': Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 21, touch 14, flat-footed 18 (+5 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)&lt;br /&gt;
:'''hp''' 60 (9d6[33] + 3*9)&lt;br /&gt;
:'''Fort''' +6 (+3 Con, +3 Wiz)&lt;br /&gt;
:'''Ref''' +5 (+2 Dex, +3 Wiz)&lt;br /&gt;
:'''Will''' +8 (+2 Wis, +6 Wiz)&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +4 (1d6–1) or sickle +4 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +8 (1d4–1)&lt;br /&gt;
:'''Special Attacks''' [[#Wild Shape]] 2/day&lt;br /&gt;
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)&lt;br /&gt;
: 7/day — acid dart (from [[#Earth domain]]).&lt;br /&gt;
&lt;br /&gt;
'''Wizards [[#Spells]] Prepared''' (CL 6th; concentration +10)&lt;br /&gt;
:'''3rd''': [[#Spike Growth]] (DC 17), [[#Daylight]], [[#Stone Shape]] D&lt;br /&gt;
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Summon Swarm]], [[#Soften Earth and Stone]] D&lt;br /&gt;
:'''1st''': [[#Cure Light Wounds]], [[#Obscuring Mist]], [[#Faery Fire]], [[#Speak with Animals]], [[#Magic Stone]] D&lt;br /&gt;
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]&lt;br /&gt;
:''D'': Domain spell; [[#Earth domain]]&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 6 (-2), '''Dex''' 15 (+2), '''Con''' 17 (+3), '''Int''' 19 (+4), '''Wis''' 14 (+2), '''Cha''' 10 (+0)&lt;br /&gt;
:'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -2 Str); '''CMD''' 14 (10 +4 BAB, -2 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* 1st level: &lt;br /&gt;
* Bonus: [[#Scibe Scroll]]&lt;br /&gt;
* 3rd level: [[#Craft Wondrous Item]] ?&lt;br /&gt;
* 5th level: [[#Craft Magic Arms and Armor]] ?&lt;br /&gt;
* 7th level: [[#Craft Construct]] ?&lt;br /&gt;
* 9th level: [[#Golem Constructor]]&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (2 +1 Int +1 fav. class) x9 for Wizard&lt;br /&gt;
* Climb +3 (1 rank, -1 Str, +3 default)&lt;br /&gt;
* [[#Fly]] +9 (4 rank, +2 Dex, +3 default)&lt;br /&gt;
* [[#Swim]] +4 (2 rank, -1 Str, +3 default)&lt;br /&gt;
* Handle Animal +6 (3 rank, +3 default, +0 Cha)&lt;br /&gt;
* Heal +10 (3 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)&lt;br /&gt;
* Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)&lt;br /&gt;
* Knowledge (the planes) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Perception +11 (4 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Spellcraft +7 (3 ranks, +3 default, +1 Int)&lt;br /&gt;
* Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Draconic?&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* Wand of [[#Cure Light Wounds]] (47 charges)&lt;br /&gt;
* Potions of Cure Medium Woulds x2&lt;br /&gt;
* Potion of Levitate&lt;br /&gt;
* [[#Alchemist's Fire]] (3)&lt;br /&gt;
* Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
*  +1 hide armor&lt;br /&gt;
* Heavy wooden shield&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Sickle&lt;br /&gt;
* Cloak of resistance +1&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouch&lt;br /&gt;
&lt;br /&gt;
46,000 gp&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The wizards's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
&lt;br /&gt;
Skill Ranks Per Level: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  rowspan=2 | Lvl&lt;br /&gt;
! rowspan=2 | BAB&lt;br /&gt;
! rowspan=2 | Fort &lt;br /&gt;
! rowspan=2 | Ref &lt;br /&gt;
! rowspan=2 | Will&lt;br /&gt;
! rowspan=2 | Special&lt;br /&gt;
! colspan=10 | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +0 || +0 || +2 || Primal Magic, arcane school, cantrips, Scribe Scroll&lt;br /&gt;
| 3 || 1 || — ||  — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +0 || +0 || +3 || &lt;br /&gt;
|4  || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| +1 || +1 || +1 || +3 ||&lt;br /&gt;
| 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| +2 || +1 || +1 || +4 || &lt;br /&gt;
| 4 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 5th &lt;br /&gt;
| +2 || +1 || +1 || +4 	|| Enhance Primal Magic Event, Primal Magic +1/day&lt;br /&gt;
| 4 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 6th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 7th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 4 || 3 || 2 || 1 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 8th &lt;br /&gt;
| +4 || +2 || +2 || +6 || &lt;br /&gt;
| 4 || 4 || 3 || 3 || 2 || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 9th &lt;br /&gt;
| +4 || +3 || +3 || +6 || &lt;br /&gt;
| 4 || 4+1 || 4+1 || 3+1 || 2+1 || 1 || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bonus spells from high Int and Evocation school spec.&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.&lt;br /&gt;
&lt;br /&gt;
'''Starting Spells (See Spellbooks below)''': A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).&lt;br /&gt;
&lt;br /&gt;
'''Spells Gained at a New Level''': Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.&lt;br /&gt;
&lt;br /&gt;
==== Spellbooks ====&lt;br /&gt;
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.&lt;br /&gt;
&lt;br /&gt;
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.&lt;br /&gt;
&lt;br /&gt;
;Adding Spells to a Wizard's Spellbook:&lt;br /&gt;
&lt;br /&gt;
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).&lt;br /&gt;
&lt;br /&gt;
;Spells Gained at a New Level:&lt;br /&gt;
&lt;br /&gt;
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.&lt;br /&gt;
&lt;br /&gt;
;Spells Copied from Another Spellbook or Scroll:&lt;br /&gt;
&lt;br /&gt;
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.&lt;br /&gt;
&lt;br /&gt;
==== Primal Magic ====&lt;br /&gt;
Primal Magic (Su)&lt;br /&gt;
&lt;br /&gt;
At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.&lt;br /&gt;
&lt;br /&gt;
==== Arcane School ====&lt;br /&gt;
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.&lt;br /&gt;
&lt;br /&gt;
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.&lt;br /&gt;
&lt;br /&gt;
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.&lt;br /&gt;
&lt;br /&gt;
;Evocation Arcane School (Admixture subschool)&lt;br /&gt;
&lt;br /&gt;
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Opposition schools: Illusion, Divination.&lt;br /&gt;
&lt;br /&gt;
===== Intense Spells =====&lt;br /&gt;
'''Intense Spells (Su)''': Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.&lt;br /&gt;
&lt;br /&gt;
===== Versatile Evocation =====&lt;br /&gt;
&lt;br /&gt;
'''Versatile Evocation (Su)''': When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
===== Elemental Manipulation =====&lt;br /&gt;
&lt;br /&gt;
'''Elemental Manipulation (Su)''': At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips ====&lt;br /&gt;
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).&lt;br /&gt;
&lt;br /&gt;
==== Scribe Scroll ====&lt;br /&gt;
At 1st level, a wizard gains Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''Benefit''': You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.&lt;br /&gt;
&lt;br /&gt;
See [[#Magic Item Creation]] rules for more information.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spells and Armor ====&lt;br /&gt;
&lt;br /&gt;
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.&lt;br /&gt;
&lt;br /&gt;
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure&lt;br /&gt;
&lt;br /&gt;
==== Enhance Primal Magic Event ====&lt;br /&gt;
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event. &lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
==== Golem Constructor ====&lt;br /&gt;
'''Benefit''': You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.&lt;br /&gt;
&lt;br /&gt;
'''Special''': You may select this discovery multiple times. Each time you select this discovery, it applies to a different kind of golem. &lt;br /&gt;
&lt;br /&gt;
===== Mask Golem =====&lt;br /&gt;
See. p. XXX&lt;br /&gt;
&lt;br /&gt;
=== Spellbook ===&lt;br /&gt;
&lt;br /&gt;
Starting:&lt;br /&gt;
* 0: all /div, ill&lt;br /&gt;
# 3 + 3&lt;br /&gt;
* +2/level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
# See Invisibility&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
# Dominate Person, Telekinesis&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic rules ===&lt;br /&gt;
Magic is the lifeblood of many worlds. Yet in its raw form, magic is not an ordered force—it is the all-encompassing chaos of possibility. The same energies that can be shaped to create explosive fireballs, raise the dead, divine the future, heal the sick, and summon demons can do that and more without the direction of skilled spellcasters. Normally, this unfocused magical potential does not exist in reality; it lies beyond reality, where it waits to be tapped. Where exactly magic comes from remains a lively debate today, but when magic is unleashed without any attempt to focus it—when it leaks into the world in its raw form—the result is known as primal magic.&lt;br /&gt;
&lt;br /&gt;
In some realms, magic is left to indulge in its raw chaos as it wishes—here, primal magic is often called “wild magic.” On the Material Plane, the world feels the touch of primal magic when the laws of reality themselves have been damaged. Here, magic flows in unpredictable tides and currents. At one moment, a region function normally while at another, magic won’t function at all. Usually, though, primal magic holds sway.&lt;br /&gt;
&lt;br /&gt;
Manifestations of primal magic tend to build up potential before they explode into existence. Just as a thunderstorm doesn’t constantly lance the ground below with a constant beam of lightning, these bolts manifest periodically and almost randomly. And just as lightning can be called with lightning rods, primal magic can be purposefully or accidentally drawn out by utilizing magic in areas where such energies are building.&lt;br /&gt;
&lt;br /&gt;
When primal magic manifests, roll on Table: Sample Primal Magic Events to determine what occurs.&lt;br /&gt;
&lt;br /&gt;
As the primal magic exerts its power, consider crossing off the effect that occurs and designing replacement events and effects. If you want primal magic to play a big role in your campaign, you should try to ensure that no two effects are ever quite the same. One easy way to achieve this is to simply substitute random spell effects with unusual descriptions in place of normal ones, such as a black fireball that smells of roses and deals acid damage.&lt;br /&gt;
&lt;br /&gt;
Spontaneous primal magic effects can occur as often or as infrequently as you wish, but as a general rule, try to limit the effects to one per combat encounter at most. The majority of primal magic effects should instead occur when creatures activate magic items, use spell-like abilities, or cast spells in such an area (simply carrying a magic item or gaining the benefits of a constant-use item or spell effect isn’t enough—it’s the actual act of activation or casting that triggers primal magic). When a creature activates a magic item, casts a spell, or uses a spell-like ability in an area infused with primal magic, there’s a 50% chance that the spell effect is replaced by a primal magic effect. A spellcaster casting a spell, using a spell-like ability, or activating a spell completion or spell trigger magic item can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect. Creatures activating other kinds of magic items do not have the option of making a Spellcraft check to avoid triggering a primal magic effect.&lt;br /&gt;
&lt;br /&gt;
When a primal magic effect occurs naturally, it targets a random creature or location in the vicinity around the PCs or whatever region you wish to inflict the event upon. When the effect occurs, you need to determine the CR of the event. If the event is triggered by a spellcaster or a magic item, the event’s CR is equal to the spellcaster’s or item’s caster level. When an event occurs naturally, you can roll 1d20 to determine the CR. Of course, you should strongly consider lowering primal magic event CRs to match or at least closely approximate the average party level of your PCs. Not all primal magic events are harmful, but it’s neither fun nor fair for players to frequently be hit with an effect that’s too far beyond their ability to deal with.&lt;br /&gt;
&lt;br /&gt;
Primal magic events often linger for minutes, hours, or even days. These effects can be dispelled via dispel magic and similar spells. Treat the event’s CR as its caster level in this case.&lt;br /&gt;
&lt;br /&gt;
In Table: Sample Primal Magic Events, “CR” is used to indicate a mathematical value; use the primal magic’s CR to set this number. For example, a CR 11 primal magic event that lasts for “CR minutes and affects an area with a radius of CR × 5 feet” lasts for 11 minutes and affects an area with a radius of 55 feet.&lt;br /&gt;
&lt;br /&gt;
;Unleashing Primal Magic&lt;br /&gt;
&lt;br /&gt;
Areas affected by primal magic are like scars upon the rugged flesh of the world, invisibly and intangibly overlaid on the fabric of reality. Generally, areas of primal magic form in places afflicted by forces beyond mortal control—areas scoured by godly wrath, breaches between the planes, sites where powerful artifacts were destroyed. In most of these instances, the primal magic subsides as reality repairs itself, though it might take a matter of weeks, years, or even centuries. In the cases of extreme abuse, an area’s magical cohesiveness might never recover, resulting in areas of permanent primal magic. In general, the location of existing areas of primal magic and the creation of new areas is left up to the GM, but should always be the result of magic of extraordinary force or of an arcane catastrophe of epic proportions. Such should be encountered only rarely, allowing such sites to retain their sense of danger and calamitous history.&lt;br /&gt;
&lt;br /&gt;
{| class=standard&lt;br /&gt;
|+ Sample Primal Magic Events&lt;br /&gt;
|-&lt;br /&gt;
| d%  || Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1–6  || Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.&lt;br /&gt;
|-&lt;br /&gt;
| 7–10  || A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.&lt;br /&gt;
|-&lt;br /&gt;
| 11–14  || Strange music fills the air for a number of minutes equal to the CR. Possible choices include the following (roll 1d4):&lt;br /&gt;
&lt;br /&gt;
# Battle chants&lt;br /&gt;
# Opera arias&lt;br /&gt;
# Prayers, or&lt;br /&gt;
# Monastic chants.&lt;br /&gt;
&lt;br /&gt;
The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.&lt;br /&gt;
|-&lt;br /&gt;
| 15–18  || A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 19–22  || One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.&lt;br /&gt;
|-&lt;br /&gt;
| 23–26  || A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.&lt;br /&gt;
|-&lt;br /&gt;
| 27–32  || A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| 33–38  || Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 39–44  || Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 45–48  || An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.&lt;br /&gt;
|-&lt;br /&gt;
| 49–54  || The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.&lt;br /&gt;
|-&lt;br /&gt;
| 55–62  || Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.&lt;br /&gt;
|-&lt;br /&gt;
| 63–68  || A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.&lt;br /&gt;
|-&lt;br /&gt;
| 69–74  || A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-foot-radius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 75–78  || Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.&lt;br /&gt;
|-&lt;br /&gt;
| 79–88  || Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 89–94  || A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.&lt;br /&gt;
|-&lt;br /&gt;
| 95–98  || A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.&lt;br /&gt;
|-&lt;br /&gt;
| 99–100  || Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Creation ===&lt;br /&gt;
&lt;br /&gt;
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.&lt;br /&gt;
&lt;br /&gt;
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.&lt;br /&gt;
&lt;br /&gt;
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.&lt;br /&gt;
&lt;br /&gt;
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.&lt;br /&gt;
&lt;br /&gt;
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.&lt;br /&gt;
&lt;br /&gt;
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.&lt;br /&gt;
&lt;br /&gt;
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).&lt;br /&gt;
&lt;br /&gt;
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12635</id>
		<title>Ardor</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=Ardor&amp;diff=12635"/>
				<updated>2013-08-28T10:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «== Base info ==  :'''Human Primalist Wizard''' 9 :'''N Medium humanoid''' :'''Init''' ??? :'''Senses''': Perception +11  === Defense ===  :'''AC''' 21, touch 14, …»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base info ==&lt;br /&gt;
&lt;br /&gt;
:'''Human Primalist Wizard''' 9&lt;br /&gt;
:'''N Medium humanoid'''&lt;br /&gt;
:'''Init''' ???&lt;br /&gt;
:'''Senses''': Perception +11&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
:'''AC''' 21, touch 14, flat-footed 18 (+5 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)&lt;br /&gt;
:'''hp''' 47 (8d8+8); acid resistance 10 ([[#Earth Domain]])&lt;br /&gt;
:'''Fort''' +8 (+1 Con, +5 Druid, +1 Seeker, +1 equip)&lt;br /&gt;
:'''Ref''' +8 (+2 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)&lt;br /&gt;
:'''Will''' +13 (+4 Wis, +5 Druid, +1 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&lt;br /&gt;
:'''Speed''' 30 ft.&lt;br /&gt;
:'''Melee''' quarterstaff +4 (1d6–1) or sickle +4 (1d6–1)&lt;br /&gt;
:'''Ranged''' mwk sling +8 (1d4–1)&lt;br /&gt;
:'''Special Attacks''' [[#Wild Shape]] 2/day&lt;br /&gt;
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)&lt;br /&gt;
: 7/day — acid dart (from [[#Earth domain]]).&lt;br /&gt;
&lt;br /&gt;
'''Wizards [[#Spells]] Prepared''' (CL 6th; concentration +10)&lt;br /&gt;
:'''3rd''': [[#Spike Growth]] (DC 17), [[#Daylight]], [[#Stone Shape]] D&lt;br /&gt;
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Summon Swarm]], [[#Soften Earth and Stone]] D&lt;br /&gt;
:'''1st''': [[#Cure Light Wounds]], [[#Obscuring Mist]], [[#Faery Fire]], [[#Speak with Animals]], [[#Magic Stone]] D&lt;br /&gt;
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]&lt;br /&gt;
:''D'': Domain spell; [[#Earth domain]]&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
:'''Str''' 9, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10&lt;br /&gt;
:'''Base Atk''' +5; '''CMB''' +4 (+5 BAB, -1 Str); '''CMD''' 16 (10 +5 BAB, -1 Str, +2 Dex)&lt;br /&gt;
&lt;br /&gt;
'''Feats'''&lt;br /&gt;
* ''Dodge'': +1 dodge to AC&lt;br /&gt;
* ''Lightning Reflexes'': +2 to Ref&lt;br /&gt;
* ''Natural Spell'': Allows to cast spells while wild shaped&lt;br /&gt;
* ''Skill Focus'' (Survival): +3 bonus to skill&lt;br /&gt;
* ''Iron Will'': Will save +2&lt;br /&gt;
&lt;br /&gt;
'''Skills''' (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker&lt;br /&gt;
* Climb +3 (1 rank, -1 Str, +3 default)&lt;br /&gt;
* [[#Fly]] +9 (4 rank, +2 Dex, +3 default)&lt;br /&gt;
* [[#Swim]] +4 (2 rank, -1 Str, +3 default)&lt;br /&gt;
* Handle Animal +6 (3 rank, +3 default, +0 Cha)&lt;br /&gt;
* Heal +10 (3 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)&lt;br /&gt;
* Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)&lt;br /&gt;
* Knowledge (the planes) +6 (5 ranks, +1 Int)&lt;br /&gt;
* Perception +11 (4 ranks, +3 default, +4 Wis)&lt;br /&gt;
* Spellcraft +7 (3 ranks, +3 default, +1 Int)&lt;br /&gt;
* Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)&lt;br /&gt;
&lt;br /&gt;
'''Languages''' Common, Druidic, Elven, Undercommon, Skald&lt;br /&gt;
&lt;br /&gt;
'''SQ'''&lt;br /&gt;
* Elf blood: Counts as elf for purpose of effects working on elves.&lt;br /&gt;
* Nature bond ([[#Earth domain]])&lt;br /&gt;
* [[#Nature sense]]: +2 to Know (nature) and Survival.&lt;br /&gt;
* [[#Trackless Step]]: leaves no trail in natural surroundings and cannot be tracked.&lt;br /&gt;
* [[#Wild Empathy]] +6 (Druid level + Cha mod)&lt;br /&gt;
* [[#Woodland Stride]]: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.&lt;br /&gt;
* [[#Discover Omen]]: Meditate to grant insight bonus (+1).&lt;br /&gt;
* [[#Favored Pilgrim]]: Improves elves' attitude.&lt;br /&gt;
* [[#Tranquility]]: +10 to saves vs. fear&lt;br /&gt;
&lt;br /&gt;
'''Combat Gear''':&lt;br /&gt;
* Wand of [[#Cure Light Wounds]] (47 charges)&lt;br /&gt;
* Potions of Cure Medium Woulds x2&lt;br /&gt;
* Potion of Levitate&lt;br /&gt;
* [[#Alchemist's Fire]] (3)&lt;br /&gt;
* Ring of Protection +1&lt;br /&gt;
&lt;br /&gt;
'''Other Gear'''&lt;br /&gt;
*  +1 hide armor&lt;br /&gt;
* Heavy wooden shield&lt;br /&gt;
* Masterwork sling with 20 bullets&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Sickle&lt;br /&gt;
* Cloak of resistance +1&lt;br /&gt;
* Backpack&lt;br /&gt;
* Healer's kit&lt;br /&gt;
* Holly and mistletoe: used as divine focus&lt;br /&gt;
* Silk rope (50 ft.)&lt;br /&gt;
* Spell component pouc&lt;br /&gt;
* 91 gp&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
&lt;br /&gt;
==== Class Skills ====&lt;br /&gt;
&lt;br /&gt;
The wizards's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
&lt;br /&gt;
Skill Ranks Per Level: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
==== Levels ====&lt;br /&gt;
{| class=&amp;quot;standard&amp;quot;&lt;br /&gt;
!  rowspan=2 | Lvl&lt;br /&gt;
! rowspan=2 | BAB&lt;br /&gt;
! rowspan=2 | Fort &lt;br /&gt;
! rowspan=2 | Ref &lt;br /&gt;
! rowspan=2 | Will&lt;br /&gt;
! rowspan=2 | Special&lt;br /&gt;
! colspan=10 | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! 0th  !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| +0 || +0 || +0 || +2 || Primal Magic, arcane school, cantrips, Scribe Scroll&lt;br /&gt;
| 3 || 1 || — ||  — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| +1 || +0 || +0 || +3 || &lt;br /&gt;
|4  || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| +1 || +1 || +1 || +3 ||&lt;br /&gt;
| 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| +2 || +1 || +1 || +4 || &lt;br /&gt;
| 4 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 5th &lt;br /&gt;
| +2 || +1 || +1 || +4 	|| Enhance Primal Magic Event, Primal Magic +1/day&lt;br /&gt;
| 4 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 6th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 7th &lt;br /&gt;
| +3 || +2 || +2 || +5 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 8th &lt;br /&gt;
| +4 || +2 || +2 || +6 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|-&lt;br /&gt;
! 9th &lt;br /&gt;
| +4 || +3 || +3 || +6 || &lt;br /&gt;
| 4 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.&lt;br /&gt;
&lt;br /&gt;
'''Starting Spells (See Spellbooks below)''': A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).&lt;br /&gt;
&lt;br /&gt;
'''Spells Gained at a New Level''': Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.&lt;br /&gt;
&lt;br /&gt;
==== Spellbooks ====&lt;br /&gt;
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.&lt;br /&gt;
&lt;br /&gt;
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.&lt;br /&gt;
&lt;br /&gt;
;Adding Spells to a Wizard's Spellbook:&lt;br /&gt;
&lt;br /&gt;
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).&lt;br /&gt;
&lt;br /&gt;
;Spells Gained at a New Level:&lt;br /&gt;
&lt;br /&gt;
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.&lt;br /&gt;
&lt;br /&gt;
;Spells Copied from Another Spellbook or Scroll:&lt;br /&gt;
&lt;br /&gt;
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.&lt;br /&gt;
&lt;br /&gt;
==== Primal Magic ====&lt;br /&gt;
Primal Magic (Su)&lt;br /&gt;
&lt;br /&gt;
At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.&lt;br /&gt;
&lt;br /&gt;
==== Arcane School ====&lt;br /&gt;
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.&lt;br /&gt;
&lt;br /&gt;
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.&lt;br /&gt;
&lt;br /&gt;
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.&lt;br /&gt;
&lt;br /&gt;
;Evocation Arcane School (Admixture subschool)&lt;br /&gt;
&lt;br /&gt;
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Opposition schools: Illusion, Divination.&lt;br /&gt;
&lt;br /&gt;
===== Intense Spells =====&lt;br /&gt;
'''Intense Spells (Su)''': Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.&lt;br /&gt;
&lt;br /&gt;
===== Versatile Evocation =====&lt;br /&gt;
&lt;br /&gt;
'''Versatile Evocation (Su)''': When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
===== Elemental Manipulation =====&lt;br /&gt;
&lt;br /&gt;
'''Elemental Manipulation (Su)''': At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
==== Cantrips ====&lt;br /&gt;
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).&lt;br /&gt;
&lt;br /&gt;
==== Scribe Scroll ====&lt;br /&gt;
At 1st level, a wizard gains Scribe Scroll as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''Benefit''': You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.&lt;br /&gt;
&lt;br /&gt;
See [[#Magic Item Creation]] rules for more information.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spells and Armor ====&lt;br /&gt;
&lt;br /&gt;
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.&lt;br /&gt;
&lt;br /&gt;
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure&lt;br /&gt;
&lt;br /&gt;
==== Enhance Primal Magic Event ====&lt;br /&gt;
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event. &lt;br /&gt;
&lt;br /&gt;
=== Spells list ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Primal Magic rules ===&lt;br /&gt;
Magic is the lifeblood of many worlds. Yet in its raw form, magic is not an ordered force—it is the all-encompassing chaos of possibility. The same energies that can be shaped to create explosive fireballs, raise the dead, divine the future, heal the sick, and summon demons can do that and more without the direction of skilled spellcasters. Normally, this unfocused magical potential does not exist in reality; it lies beyond reality, where it waits to be tapped. Where exactly magic comes from remains a lively debate today, but when magic is unleashed without any attempt to focus it—when it leaks into the world in its raw form—the result is known as primal magic.&lt;br /&gt;
&lt;br /&gt;
In some realms, magic is left to indulge in its raw chaos as it wishes—here, primal magic is often called “wild magic.” On the Material Plane, the world feels the touch of primal magic when the laws of reality themselves have been damaged. Here, magic flows in unpredictable tides and currents. At one moment, a region function normally while at another, magic won’t function at all. Usually, though, primal magic holds sway.&lt;br /&gt;
&lt;br /&gt;
Manifestations of primal magic tend to build up potential before they explode into existence. Just as a thunderstorm doesn’t constantly lance the ground below with a constant beam of lightning, these bolts manifest periodically and almost randomly. And just as lightning can be called with lightning rods, primal magic can be purposefully or accidentally drawn out by utilizing magic in areas where such energies are building.&lt;br /&gt;
&lt;br /&gt;
When primal magic manifests, roll on Table: Sample Primal Magic Events to determine what occurs.&lt;br /&gt;
&lt;br /&gt;
As the primal magic exerts its power, consider crossing off the effect that occurs and designing replacement events and effects. If you want primal magic to play a big role in your campaign, you should try to ensure that no two effects are ever quite the same. One easy way to achieve this is to simply substitute random spell effects with unusual descriptions in place of normal ones, such as a black fireball that smells of roses and deals acid damage.&lt;br /&gt;
&lt;br /&gt;
Spontaneous primal magic effects can occur as often or as infrequently as you wish, but as a general rule, try to limit the effects to one per combat encounter at most. The majority of primal magic effects should instead occur when creatures activate magic items, use spell-like abilities, or cast spells in such an area (simply carrying a magic item or gaining the benefits of a constant-use item or spell effect isn’t enough—it’s the actual act of activation or casting that triggers primal magic). When a creature activates a magic item, casts a spell, or uses a spell-like ability in an area infused with primal magic, there’s a 50% chance that the spell effect is replaced by a primal magic effect. A spellcaster casting a spell, using a spell-like ability, or activating a spell completion or spell trigger magic item can make a concentration check (DC = 15 + twice the spell’s level) to focus the magic and avoid triggering a primal magic effect. Creatures activating other kinds of magic items do not have the option of making a Spellcraft check to avoid triggering a primal magic effect.&lt;br /&gt;
&lt;br /&gt;
When a primal magic effect occurs naturally, it targets a random creature or location in the vicinity around the PCs or whatever region you wish to inflict the event upon. When the effect occurs, you need to determine the CR of the event. If the event is triggered by a spellcaster or a magic item, the event’s CR is equal to the spellcaster’s or item’s caster level. When an event occurs naturally, you can roll 1d20 to determine the CR. Of course, you should strongly consider lowering primal magic event CRs to match or at least closely approximate the average party level of your PCs. Not all primal magic events are harmful, but it’s neither fun nor fair for players to frequently be hit with an effect that’s too far beyond their ability to deal with.&lt;br /&gt;
&lt;br /&gt;
Primal magic events often linger for minutes, hours, or even days. These effects can be dispelled via dispel magic and similar spells. Treat the event’s CR as its caster level in this case.&lt;br /&gt;
&lt;br /&gt;
In Table: Sample Primal Magic Events, “CR” is used to indicate a mathematical value; use the primal magic’s CR to set this number. For example, a CR 11 primal magic event that lasts for “CR minutes and affects an area with a radius of CR × 5 feet” lasts for 11 minutes and affects an area with a radius of 55 feet.&lt;br /&gt;
&lt;br /&gt;
;Unleashing Primal Magic&lt;br /&gt;
&lt;br /&gt;
Areas affected by primal magic are like scars upon the rugged flesh of the world, invisibly and intangibly overlaid on the fabric of reality. Generally, areas of primal magic form in places afflicted by forces beyond mortal control—areas scoured by godly wrath, breaches between the planes, sites where powerful artifacts were destroyed. In most of these instances, the primal magic subsides as reality repairs itself, though it might take a matter of weeks, years, or even centuries. In the cases of extreme abuse, an area’s magical cohesiveness might never recover, resulting in areas of permanent primal magic. In general, the location of existing areas of primal magic and the creation of new areas is left up to the GM, but should always be the result of magic of extraordinary force or of an arcane catastrophe of epic proportions. Such should be encountered only rarely, allowing such sites to retain their sense of danger and calamitous history.&lt;br /&gt;
&lt;br /&gt;
{| class=standard&lt;br /&gt;
|+ Sample Primal Magic Events&lt;br /&gt;
|-&lt;br /&gt;
| d%  || Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1–6  || Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.&lt;br /&gt;
|-&lt;br /&gt;
| 7–10  || A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.&lt;br /&gt;
|-&lt;br /&gt;
| 11–14  || Strange music fills the air for a number of minutes equal to the CR. Possible choices include the following (roll 1d4):&lt;br /&gt;
&lt;br /&gt;
# Battle chants&lt;br /&gt;
# Opera arias&lt;br /&gt;
# Prayers, or&lt;br /&gt;
# Monastic chants.&lt;br /&gt;
&lt;br /&gt;
The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.&lt;br /&gt;
|-&lt;br /&gt;
| 15–18  || A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 19–22  || One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.&lt;br /&gt;
|-&lt;br /&gt;
| 23–26  || A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.&lt;br /&gt;
|-&lt;br /&gt;
| 27–32  || A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| 33–38  || Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 39–44  || Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).&lt;br /&gt;
|-&lt;br /&gt;
| 45–48  || An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.&lt;br /&gt;
|-&lt;br /&gt;
| 49–54  || The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.&lt;br /&gt;
|-&lt;br /&gt;
| 55–62  || Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.&lt;br /&gt;
|-&lt;br /&gt;
| 63–68  || A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.&lt;br /&gt;
|-&lt;br /&gt;
| 69–74  || A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-foot-radius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.&lt;br /&gt;
|-&lt;br /&gt;
| 75–78  || Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.&lt;br /&gt;
|-&lt;br /&gt;
| 79–88  || Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 89–94  || A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.&lt;br /&gt;
|-&lt;br /&gt;
| 95–98  || A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.&lt;br /&gt;
|-&lt;br /&gt;
| 99–100  || Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Creation ===&lt;br /&gt;
&lt;br /&gt;
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.&lt;br /&gt;
&lt;br /&gt;
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.&lt;br /&gt;
&lt;br /&gt;
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.&lt;br /&gt;
&lt;br /&gt;
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.&lt;br /&gt;
&lt;br /&gt;
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.&lt;br /&gt;
&lt;br /&gt;
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.&lt;br /&gt;
&lt;br /&gt;
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).&lt;br /&gt;
&lt;br /&gt;
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12634</id>
		<title>Счастливая история</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12634"/>
				<updated>2013-08-21T09:36:32Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = http://www.peeep.us/098ccc27&lt;br /&gt;
| архив истории = http://www.peeep.us/fafc94e4&lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка о пути двух сердец''&lt;br /&gt;
&lt;br /&gt;
Простая и красивая головоломка, где нужно быть внимательным и догадливым, чтобы с применением окружающей среды помочь двум людям - парню и девушке - быть вместе. Каждый уровень - это сцена: например, двое сидят на лавке, на разных её концах. Они понравились друг другу, но не решаются познакомиться. Игрок легонько наклоняет устройство, и парень съезжает к девушке (или наоборот, смотря в какую сторону наклон). Вот и повод познакомиться!&lt;br /&gt;
&lt;br /&gt;
На каждом этапе нужно выполнить несколько заданий, помогающих героям встретиться и понять друг друга. Сцены могут быть как статичные, так и динамичные, где один из героев бежит - например, опаздывает на свидание. Игрок не управляет персонажами напрямую. Вместо этого в его распоряжении гравитация (наклон устройства), ветер (движение пальцем) и интерактивные объекты (касание пальцем).&lt;br /&gt;
&lt;br /&gt;
Отношения между героями развиваются как лёгкая мелодрама. Иногда между ними возникает непонимание, их отвлекают соблазны, их испытывают трудности. У них, безусловно, достаточно воли, доброты и преданности, чтобы всё преодолеть, и от игрока требуется лишь немного подтолкнуть их.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история1.png|thumb|300px|Сцена: двое сидят на скамейке, но не решаются познакомиться.]]&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история2.png|thumb|300px|Игрок наклоняет устройство, и герои уже сидят рядом!]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12633</id>
		<title>Счастливая история</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12633"/>
				<updated>2013-08-20T21:12:57Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = http://www.peeep.us/098ccc27&lt;br /&gt;
| архив истории = http://www.peeep.us/fafc94e4&lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка о пути двух сердец''&lt;br /&gt;
&lt;br /&gt;
Простая и красивая головоломка, где нужно быть внимательным и догадливым, чтобы с применением окружающей среды помочь двум людям - парню и девушке - быть вместе. Каждый уровень - это сцена: например, двое сидят на лавке, на разных её концах. Они понравились друг другу, но не решаются познакомиться. Игрок легонько наклоняет устройство, и парень съезжает к девушке (или наоборот, смотря в какую сторону наклон). Вот и повод познакомиться!&lt;br /&gt;
&lt;br /&gt;
На каждом этапе нужно выполнить несколько заданий, помогающих героям встретиться и понять друг друга. Сцены могут быть как статичные, так и динамичные, где один из героев бежит - например, опаздывает на свидание. Игрок не управляет персонажами напрямую. Вместо этого в его распоряжении гравитация (наклон устройства), ветер (движение пальцем) и интерактивные объекты (касание пальцем). Герои не должны видеть, что высшая сила им помогает.&lt;br /&gt;
&lt;br /&gt;
Отношения между героями развиваются как лёгкая мелодрама. Иногда между ними возникает непонимание, их отвлекают соблазны, их испытывают трудности. У них, безусловно, достаточно воли, доброты и преданности, чтобы всё преодолеть, и от игрока требуется лишь немного подтолкнуть их.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история1.png|thumb|300px|Сцена: двое сидят на скамейке, но не решаются познакомиться.]]&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история2.png|thumb|300px|Игрок наклоняет устройство, и герои уже сидят рядом!]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12632</id>
		<title>Счастливая история</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12632"/>
				<updated>2013-08-20T21:11:34Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = http://www.peeep.us/098ccc27&lt;br /&gt;
| архив истории = http://www.peeep.us/fafc94e4&lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка о пути двух сердец''&lt;br /&gt;
&lt;br /&gt;
Простая и красивая головоломка, где нужно быть внимательным и догадливым, чтобы с применением окружающей среды помочь двум людям - парню и девушке - быть вместе. Каждый уровень - это сцена: например, двое сидят на лавке, на разных её концах. Они понравились друг другу, но не решаются познакомиться. Игрок легонько наклоняет устройство, и парень съезжает к девушке (или наоборот, смотря в какую сторону наклон). Вот и повод познакомиться!&lt;br /&gt;
&lt;br /&gt;
На каждом этапе нужно выполнить несколько заданий, помогающих героям встретиться и понять друг друга. Сцены могут быть как статичные, так и динамичные, где один из героев бежит - например, опаздывает на свидание. Игрок не управляет персонажами напрямую. Вместо этого в его распоряжении гравитация (наклон устройства), ветер (движение пальцем) и интерактивные объекты (касание пальцем). Герои не должны видеть, что высшая сила им помогает.&lt;br /&gt;
&lt;br /&gt;
Отношения между героями развиваются как лёгкая мелодрама. Иногда между ними возникает непонимание, их отвлекают соблазны, их испытывают трудности. У них, безусловно, достаточно воли, доброты и преданности, чтобы всё преодолеть, и от игрока требуется лишь немного подтолкнуть их. В то же время игра не сообщает напрямую, что именно игрок должен сделать в данной сцене. Сначала он изучает сцену как игрушку, пробуя одно и другое. В итоге игроку тоже должно подсказать сердце.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история1.png|thumb|300px|Сцена: двое сидят на скамейке, но не решаются познакомиться.]]&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история2.png|thumb|300px|Игрок наклоняет устройство, и герои уже сидят рядом!]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12631</id>
		<title>Счастливая история</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12631"/>
				<updated>2013-08-20T21:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = http://www.peeep.us/098ccc27&lt;br /&gt;
| архив истории = http://www.peeep.us/fafc94e4&lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка о пути двух сердец''&lt;br /&gt;
&lt;br /&gt;
Это простая и красивая головоломка, где нужно быть внимательным и догадливым, чтобы с применением окружающей среды помочь двум людям - парню и девушке - быть вместе. Каждый уровень - это сцена: например, двое сидят на лавке, на разных её концах. Они понравились друг другу с первого взгляда, но не решаются познакомиться. Игрок легонько наклоняет устройство, и парень съезжает к девушке (или наоборот, смотря в какую сторону). Вот и повод познакомиться!&lt;br /&gt;
&lt;br /&gt;
На каждом этапе нужно выполнить несколько подобных заданий, помогающих героям достичь и понять друг друга. Это могут быть как статичные сцены, так и динамичные, когда один из героев бежит - например, опаздывает на свидание. Игрок не может управлять персонажами напрямую. В его распоряжении есть гравитация (наклон устройства), ветер (движение пальцем) и интерактивные объекты (касание пальцем). Всё влияние игрока сводится к неявному. Герои не должны видеть, что высшая сила им помогает.&lt;br /&gt;
&lt;br /&gt;
Отношения между героями развиваются как лёгкая мелодрама. Иногда между ними возникает непонимание, их отвлекают соблазны, испытывают трудности. У них, безусловно, достаточно воли, любви и преданности, чтобы всё преодолеть, и от игрока требуется лишь немного подтолкнуть их. В то же время игра не говорит напрямую, что именно игрок должен сделать в данной сцене. Сначала он изучает сцену как игрушку, пробуя одно и другое. В итоге игроку тоже должно подсказать сердце.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история1.png|thumb|300px|Сцена: двое сидят на скамейке, но не решаются познакомиться.]]&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история2.png|thumb|300px|Игрок наклоняет устройство, и герои уже сидят рядом!]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12630</id>
		<title>Шаблон:Идея игры</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12630"/>
				<updated>2013-08-20T21:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{блок&lt;br /&gt;
| заголовок = Это идея игры.&lt;br /&gt;
| Распространяется согласно условиям Creative Commons 3.0 Non-Commercial.&amp;lt;br&amp;gt;Авторство указано в [{{fullurl:{{FULLPAGENAME}}|action=history}} истории].&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{архив|}}}|&amp;lt;br&amp;gt;''Датировка'': [{{{архив}}} 1], [{{{архив истории}}} 2]}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Категория:Идеи игр]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12629</id>
		<title>Счастливая история</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F&amp;diff=12629"/>
				<updated>2013-08-20T21:05:37Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «{{идея игры | архив =  }} ''Физическая головоломка о пути двух сердец''  Это простая и красива…»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{идея игры&lt;br /&gt;
| архив = &lt;br /&gt;
}}&lt;br /&gt;
''Физическая головоломка о пути двух сердец''&lt;br /&gt;
&lt;br /&gt;
Это простая и красивая головоломка, где нужно быть внимательным и догадливым, чтобы с применением окружающей среды помочь двум людям - парню и девушке - быть вместе. Каждый уровень - это сцена: например, двое сидят на лавке, на разных её концах. Они понравились друг другу с первого взгляда, но не решаются познакомиться. Игрок легонько наклоняет устройство, и парень съезжает к девушке (или наоборот, смотря в какую сторону). Вот и повод познакомиться!&lt;br /&gt;
&lt;br /&gt;
На каждом этапе нужно выполнить несколько подобных заданий, помогающих героям достичь и понять друг друга. Это могут быть как статичные сцены, так и динамичные, когда один из героев бежит - например, опаздывает на свидание. Игрок не может управлять персонажами напрямую. В его распоряжении есть гравитация (наклон устройства), ветер (движение пальцем) и интерактивные объекты (касание пальцем). Всё влияние игрока сводится к неявному. Герои не должны видеть, что высшая сила им помогает.&lt;br /&gt;
&lt;br /&gt;
Отношения между героями развиваются как лёгкая мелодрама. Иногда между ними возникает непонимание, их отвлекают соблазны, испытывают трудности. У них, безусловно, достаточно воли, любви и преданности, чтобы всё преодолеть, и от игрока требуется лишь немного подтолкнуть их. В то же время игра не говорит напрямую, что именно игрок должен сделать в данной сцене. Сначала он изучает сцену как игрушку, пробуя одно и другое. В итоге игроку тоже должно подсказать сердце.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история1.png|thumb|300px|Сцена: двое сидят на скамейке, но не решаются познакомиться.]]&lt;br /&gt;
|&lt;br /&gt;
[[Image:Счастливая история2.png|thumb|300px|Игрок наклоняет устройство, и герои уже сидят рядом!]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12628</id>
		<title>Шаблон:Идея игры</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12628"/>
				<updated>2013-08-20T21:05:08Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{блок&lt;br /&gt;
| заголовок = Это идея игры.&lt;br /&gt;
| Распространяется согласно условиям Creative Commons 3.0 Non-Commercial.&amp;lt;br&amp;gt;Авторство указано в [{{fullurl:{{FULLPAGENAME}}|action=history}} истории].&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{архив|}}}|&amp;lt;br&amp;gt;''[{{{архив}}} Архив с маркировкой даты]''}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Категория:Идеи игр]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12627</id>
		<title>Шаблон:Идея игры</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12627"/>
				<updated>2013-08-20T21:04:18Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{блок&lt;br /&gt;
| заголовок = Это идея игры.&lt;br /&gt;
| Распространяется согласно условиям Creative Commons 3.0 Non-Commercial.&amp;lt;br&amp;gt;Авторство указано в [{{fullurl:{{FULLPAGENAME}}|action=history}} истории].&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{архив|}}}|&amp;lt;br&amp;gt;''[{{{архив}}} Архив с маркировкой даты]''}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Категория:Идеи игр]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F2.png&amp;diff=12626</id>
		<title>Файл:Счастливая история2.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F2.png&amp;diff=12626"/>
				<updated>2013-08-20T21:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F1.png&amp;diff=12625</id>
		<title>Файл:Счастливая история1.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:%D0%A1%D1%87%D0%B0%D1%81%D1%82%D0%BB%D0%B8%D0%B2%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F1.png&amp;diff=12625"/>
				<updated>2013-08-20T21:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12624</id>
		<title>Шаблон:Идея игры</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:%D0%98%D0%B4%D0%B5%D1%8F_%D0%B8%D0%B3%D1%80%D1%8B&amp;diff=12624"/>
				<updated>2013-08-20T20:46:46Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «{{блок | заголовок = Это идея игры. | Распространяется согласно условиям Creative Commons 3.0 Non-Commerci…»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{блок&lt;br /&gt;
| заголовок = Это идея игры.&lt;br /&gt;
| Распространяется согласно условиям Creative Commons 3.0 Non-Commercial.&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{{архив|}}}|''[{{{архив}}} Архив с маркировкой даты]''}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2&amp;diff=12623</id>
		<title>100 миров</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2&amp;diff=12623"/>
				<updated>2013-08-18T14:37:59Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Большое начинается с малого, и иногда достаточно ничтожной идеи, чтобы в воображении зацвёл буйный новый мир. К тому же многие не любят читать толмуды о географии, экономике и культуре, прежде чем действительно погрузиться в мир. В общем, идея данного документа - создать 100 страничных описаний миров, да так, чтобы потенциально их можно было издать в виде журнала. Может быть, написанное никогда не увидит печати серьёзней самиздата, но такое упражнение в &amp;quot;профессиональном&amp;quot; миростроении может быть полезно для всех участвующих.&lt;br /&gt;
&lt;br /&gt;
Если хотите принять участие, читайте [[#Принципы|принципы]] - и добро пожаловать!&lt;br /&gt;
&lt;br /&gt;
== 100 миров ==&lt;br /&gt;
&lt;br /&gt;
:::'''Исторические миры''': описывающие некий реально существовавший город или местность в рамках нашего научного понимания. Фактически - любопытное историческое описание, способное стать основой для игр, на которое иначе не обратили бы внимание.&lt;br /&gt;
# [[/Мир № И1|Мир № И1]]: ?&lt;br /&gt;
# [[/Мир № И2|Мир № И2]]: ?&lt;br /&gt;
# [[/Мир № И3|Мир № И3]]: ?&lt;br /&gt;
# [[/Мир № И4|Мир № И4]]: ?&lt;br /&gt;
# [[/Мир № И5|Мир № И5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%90%D0%BB%D1%8C%D1%82%D0%B5%D1%80%D0%BD%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F Альтернативная история]'''&lt;br /&gt;
# [[/Мир № АИ1|Мир № АИ1]]: ?&lt;br /&gt;
# [[/Мир № АИ2|Мир № АИ2]]: ?&lt;br /&gt;
# [[/Мир № АИ3|Мир № АИ3]]: ?&lt;br /&gt;
# [[/Мир № АИ4|Мир № АИ4]]: ?&lt;br /&gt;
# [[/Мир № АИ5|Мир № АИ5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%90%D0%BB%D1%8C%D1%82%D0%B5%D1%80%D0%BD%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%BE%D0%B5_%D0%BD%D0%B0%D1%81%D1%82%D0%BE%D1%8F%D1%89%D0%B5%D0%B5 Альтернативное настоящее]'''&lt;br /&gt;
# [[/Мир № АН1|Мир № АН1]]: ?&lt;br /&gt;
# [[/Мир № АН2|Мир № АН2]]: ?&lt;br /&gt;
# [[/Мир № АН3|Мир № АН3]]: ?&lt;br /&gt;
# [[/Мир № АН4|Мир № АН4]]: ?&lt;br /&gt;
# [[/Мир № АН5|Мир № АН5]]: ?&lt;br /&gt;
#:'''Ближайшее будущее''': правдоподобное, не основанное на альтернативной истории или альтернастоящем.&lt;br /&gt;
# [[/Мир № Б1|Мир № Б1]]: ?&lt;br /&gt;
# [[/Мир № Б2|Мир № Б2]]: ?&lt;br /&gt;
# [[/Мир № Б3|Мир № Б3]]: ?&lt;br /&gt;
# [[/Мир № Б4|Мир № Б4]]: ?&lt;br /&gt;
# [[/Мир № Б5|Мир № Б5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%9A%D0%B8%D0%B1%D0%B5%D1%80%D0%BF%D0%B0%D0%BD%D0%BA Киберпанк]''' или иная антиутопия нашего будущего.&lt;br /&gt;
# [[/Мир № АУ1|Мир № АУ1]]: ?&lt;br /&gt;
# [[/Мир № АУ2|Мир № АУ2]]: ?&lt;br /&gt;
# [[/Мир № АУ3|Мир № АУ3]]: ?&lt;br /&gt;
# [[/Мир № АУ4|Мир № АУ4]]: ?&lt;br /&gt;
# [[/Мир № АУ5|Мир № АУ5]]: ?&lt;br /&gt;
#:'''Космическая эра''': космическое будущее нашей цивилизации.&lt;br /&gt;
# [[/Мир № К1|Мир № К1]]: ?&lt;br /&gt;
# [[/Мир № К2|Мир № К2]]: ?&lt;br /&gt;
# [[/Мир № К3|Мир № К3]]: ?&lt;br /&gt;
# [[/Мир № К4|Мир № К4]]: ?&lt;br /&gt;
# [[/Мир № К5|Мир № К5]]: ?&lt;br /&gt;
# [[/Мир № К6|Мир № К6]]: ?&lt;br /&gt;
# [[/Мир № К7|Мир № К7]]: ?&lt;br /&gt;
# [[/Мир № К8|Мир № К8]]: ?&lt;br /&gt;
# [[/Мир № К9|Мир № К9]]: ?&lt;br /&gt;
# [[/Мир № К10|Мир № К10]]: ?&lt;br /&gt;
#:'''(Пост)апокалипсис''' нашей цивилизации.&lt;br /&gt;
# [[/Мир № А1|Мир № А1]]: ?&lt;br /&gt;
# [[/Мир № А2|Мир № А2]]: ?&lt;br /&gt;
# [[/Мир № А3|Мир № А3]]: ?&lt;br /&gt;
# [[/Мир № А4|Мир № А4]]: ?&lt;br /&gt;
# [[/Мир № А5|Мир № А5]]: ?&lt;br /&gt;
# [[/Мир № А6|Мир № А6]]: ?&lt;br /&gt;
# [[/Мир № А7|Мир № А7]]: ?&lt;br /&gt;
# [[/Мир № А8|Мир № А8]]: ?&lt;br /&gt;
# [[/Мир № А9|Мир № А9]]: ?&lt;br /&gt;
# [[/Мир № А10|Мир № А10]]: ?&lt;br /&gt;
#:'''Альтернативные человеческие миры''': миры любого уровня технологий и обстоятельств за исключением одного - люди являются единственной разумной расой.&lt;br /&gt;
# [[/Мир № Ч1|Мир № Ч1]]: ?&lt;br /&gt;
# [[/Мир № Ч2|Мир № Ч2]]: ?&lt;br /&gt;
# [[/Мир № Ч3|Мир № Ч3]]: ?&lt;br /&gt;
# [[/Мир № Ч4|Мир № Ч4]]: ?&lt;br /&gt;
# [[/Мир № Ч5|Мир № Ч5]]: ?&lt;br /&gt;
# [[/Мир № Ч6|Мир № Ч6]]: ?&lt;br /&gt;
# [[/Мир № Ч7|Мир № Ч7]]: ?&lt;br /&gt;
# [[/Мир № Ч8|Мир № Ч8]]: ?&lt;br /&gt;
# [[/Мир № Ч9|Мир № Ч9]]: ?&lt;br /&gt;
# [[/Мир № Ч10|Мир № Ч10]]: ?&lt;br /&gt;
#:'''Трансгуманизм''': не космос, не постапокалипсис, не -панк - но продолжение нашего мира, где определение о &amp;quot;человеке&amp;quot; поменялось.&lt;br /&gt;
# [[/Мир № ТГ1|Мир № ТГ1]]: ?&lt;br /&gt;
# [[/Мир № ТГ2|Мир № ТГ2]]: ?&lt;br /&gt;
# [[/Мир № ТГ3|Мир № ТГ3]]: ?&lt;br /&gt;
# [[/Мир № ТГ4|Мир № ТГ4]]: ?&lt;br /&gt;
# [[/Мир № ТГ5|Мир № ТГ5]]: ?&lt;br /&gt;
#:'''Классическое фэнтези'''&lt;br /&gt;
# [[/Мир № Ф1|Мир № Ф1]]: ?&lt;br /&gt;
# [[/Мир № Ф2|Мир № Ф2]]: ?&lt;br /&gt;
# [[/Мир № Ф3|Мир № Ф3]]: ?&lt;br /&gt;
# [[/Мир № Ф4|Мир № Ф4]]: ?&lt;br /&gt;
# [[/Мир № Ф5|Мир № Ф5]]: ?&lt;br /&gt;
# [[/Мир № Ф6|Мир № Ф6]]: ?&lt;br /&gt;
# [[/Мир № Ф7|Мир № Ф7]]: ?&lt;br /&gt;
# [[/Мир № Ф8|Мир № Ф8]]: ?&lt;br /&gt;
# [[/Мир № Ф9|Мир № Ф9]]: ?&lt;br /&gt;
# [[/Мир № Ф10|Мир № Ф10]]: ?&lt;br /&gt;
#:'''Альтернативное фэнтези''': тоже отдалённо основанное на сказках и мифологии, однако заметно отходящее от типажей обычного фэнтези.&lt;br /&gt;
# [[/Мир № АФ1|Мир № АФ1]]: '''Терраверсум''' - безграничная земная толща с карманами-общинами. &lt;br /&gt;
# [[/Мир № АФ2|Мир № АФ2]]: ?&lt;br /&gt;
# [[/Мир № АФ3|Мир № АФ3]]: ?&lt;br /&gt;
# [[/Мир № АФ4|Мир № АФ4]]: ?&lt;br /&gt;
# [[/Мир № АФ5|Мир № АФ5]]: ?&lt;br /&gt;
# [[/Мир № АФ6|Мир № АФ6]]: ?&lt;br /&gt;
# [[/Мир № АФ7|Мир № АФ7]]: ?&lt;br /&gt;
# [[/Мир № АФ8|Мир № АФ8]]: ?&lt;br /&gt;
# [[/Мир № АФ9|Мир № АФ9]]: ?&lt;br /&gt;
# [[/Мир № АФ10|Мир № АФ10]]: ?&lt;br /&gt;
#:'''Ксенофантастика''': миры, крутящиеся вокруг принципиально иных цивилизаций и культур, чем человеческая (не подпадающие под разделы выше). Сказочные животные, драконы, фурри и инопланетяне располагаются здесь!&lt;br /&gt;
# [[/Мир № Х1|Мир № Х1]]: ?&lt;br /&gt;
# [[/Мир № Х2|Мир № Х2]]: ?&lt;br /&gt;
# [[/Мир № Х3|Мир № Х3]]: ?&lt;br /&gt;
# [[/Мир № Х4|Мир № Х4]]: ?&lt;br /&gt;
# [[/Мир № Х5|Мир № Х5]]: ?&lt;br /&gt;
# [[/Мир № Х6|Мир № Х6]]: ?&lt;br /&gt;
# [[/Мир № Х7|Мир № Х7]]: ?&lt;br /&gt;
# [[/Мир № Х8|Мир № Х8]]: ?&lt;br /&gt;
# [[/Мир № Х9|Мир № Х9]]: ?&lt;br /&gt;
# [[/Мир № Х10|Мир № Х10]]: ?&lt;br /&gt;
#:'''Тёмные миры''': мрачные миры победившего зла или даже никогда не знавшие того, что мы называем добром.&lt;br /&gt;
# [[/Мир № Т1|Мир № Т1]]: ?&lt;br /&gt;
# [[/Мир № Т2|Мир № Т2]]: ?&lt;br /&gt;
# [[/Мир № Т3|Мир № Т3]]: ?&lt;br /&gt;
# [[/Мир № Т4|Мир № Т4]]: ?&lt;br /&gt;
# [[/Мир № Т5|Мир № Т5]]: ?&lt;br /&gt;
# [[/Мир № Т6|Мир № Т6]]: ?&lt;br /&gt;
# [[/Мир № Т7|Мир № Т7]]: ?&lt;br /&gt;
# [[/Мир № Т8|Мир № Т8]]: ?&lt;br /&gt;
# [[/Мир № Т9|Мир № Т9]]: ?&lt;br /&gt;
# [[/Мир № Т10|Мир № Т10]]: ?&lt;br /&gt;
&lt;br /&gt;
== Принципы ==&lt;br /&gt;
=== Какие миры подходят ===&lt;br /&gt;
Задача сборника - заставить воображение читателя вспыхнуть, дать опору для развития и импровизации недостающих деталей. Пожалуй, это своего рода искусство, наподобие написания [[:wikipedia:ru:синопсис|синопсисов]]. С одной стороны - информация о мире должна рисовать перед читателем полноценную картину большого игрового пространства со множеством потенциальных историй. С другой - описание должно быть цельным и внутренне логичным в пределах всего лишь одной страницы. Учитывайте сжатый формат: отведите достаточно места для конкретики о местах, культурах и законах, чтобы подсказать читателю разнообразные сюжеты и ситуации. В то же время оставляйте понятия достаточно простыми, чтобы они не оставляли читателя озадаченным.&lt;br /&gt;
&lt;br /&gt;
Вообще &amp;quot;мир&amp;quot; не обязан быть целой вселенной или планетой: это может быть город, организация или даже некоторое место во время некоторого события - скажем, замок во время пятилетней осады. Важно, чтобы описываемая среда была богатой на разные приключения и сюжеты, а не являлась местом действия одного-двух сюжетов.&lt;br /&gt;
&lt;br /&gt;
Не обязательно сразу выкладывать придуманный мир. Можно работать над ним постепенно, главное - дать понять, когда работа закончена.&lt;br /&gt;
&lt;br /&gt;
=== Формат ===&lt;br /&gt;
Каждый мир представляет из себя страницу, написанную в заданном формате для простоты восприятия. Все страницы в сборнике должны быть свёрстаны одинаково: одинаковый шрифт, расположение граф, ширина полей... Поэтому не стоит пытаться впихнуть больше информации, уменьшив шрифт и отодвинув поле в текстовом редакторе. К тому же так вы отойдёте от основного принципа сборника: нарисовать миры кратко. Впрочем, сейчас неизвестно, как именно будет свёрстан сборник и случится ли он вообще, так что просто держитесь в рамках здравого смысла - пускай описание влезает на стандартную &amp;quot;вордовскую&amp;quot; страницу шрифтом Times New Roman высотой 11 точек. Если у вас нет возможности или желания проверить размер описания в текстовом редакторе, ограничьтесь 3500 символами.&lt;br /&gt;
&lt;br /&gt;
Сам текст должен подаваться в следующем формате (оформлен в вики-разметке):&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
= Название мира =&lt;br /&gt;
* '''Суть''': Концепция мира в одну строчку или меньше&lt;br /&gt;
* '''Атмосфера''': Безысходность, героизм, добрая сказка...&lt;br /&gt;
&lt;br /&gt;
Далее следует вводное описание вашего мира на 1-3 абзаца, чтобы нарисовать в голове основную картину.&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''': (см. расшифровку графы ниже.)&lt;br /&gt;
* '''Золотой дворец''': Описание.&lt;br /&gt;
* '''Космическая станция &amp;quot;Рубин&amp;quot;''': Описание.&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Рыцари нашли яйцо дракона.&lt;br /&gt;
# Станцию &amp;quot;Рубин&amp;quot; атакует неизвестная раса.&lt;br /&gt;
# ...и так далее.&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;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Графа &amp;quot;Примечательный список&amp;quot; может быть чем угодно, что важно для вашего мира: расы, места, события... Сам заголовок можно записывать любым подходящим образом (&amp;quot;Хронология&amp;quot;, &amp;quot;Народы семи царств&amp;quot;), лишь бы далее шёл список. Если необходимо, можно сделать несколько списков.&lt;br /&gt;
&lt;br /&gt;
==== Образец для копирования ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
= Название мира =&lt;br /&gt;
* '''Суть''': &lt;br /&gt;
* '''Атмосфера''': &lt;br /&gt;
&lt;br /&gt;
Вводное описание мира на 1-3 абзаца.&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''':&lt;br /&gt;
* '''Пункт 1''': Описание.&lt;br /&gt;
* '''Пункт 2''': Описание...&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Сюжет 1&lt;br /&gt;
# Сюжет 2&lt;br /&gt;
# Сюжет 3&lt;br /&gt;
# Сюжет 4&lt;br /&gt;
# Сюжет 5&lt;br /&gt;
|&lt;br /&gt;
# Сюжет 6&lt;br /&gt;
# Сюжет 7&lt;br /&gt;
# Сюжет 8&lt;br /&gt;
# Сюжет 9&lt;br /&gt;
# Сюжет 10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Отбор ===&lt;br /&gt;
Может так случиться, что для какой-то категории будет предложено больше миров, чем предусмотрено в списке выше. Или вообще будет предложено больше чем 100 миров! Ничего страшного. Отбор миров мы отложим на теоретическое составление сборника для печати. А сейчас можно добавлять столько миров, сколько захотите, лишь бы соблюдался формат и ограничение на страницу.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, проследите, чтобы ваш мир был по крайней мере грамотен. Если грамотный русский - не ваша сильная сторона, договоритесь с корректором или просто попросите о корректуре. Но в таком случае вы должны отметить, когда работа над текстом завершена, чтобы корректор не вычитывал куски, которые всё равно будут переделаны.&lt;br /&gt;
&lt;br /&gt;
=== Авторство и лицензия ===&lt;br /&gt;
Текст распространяется на лицензии Creative Commons 3.0 Non-Commercial: свободное некоммерческое распространение с указанием авторства. Это также позволяет переработку текста с указанием &amp;quot;Основано на работе такого-то&amp;quot; (также условия лицензии защищают от недобросовестной переработки). В случае коммерческого распространения текст рассматривается как обычный объект авторского права.&lt;br /&gt;
&lt;br /&gt;
Для теоретической ситуации, если написанные 100 миров смогут лечь на полки магазинов, у каждого текста должен быть только один автор - разве что этот автор сам захочет привлечь соавторов. Если другие люди хотят предложить изменения или помочь отредактировать текст, они могут сделать это в обсуждении страницы или с помощью подстраниц (туда можно скопировать хоть весь текст мира, чтобы провести вычитку и корректуру). Автор вправе принять или не принять изменения, или воспользоваться ими на своё усмотрение.&lt;br /&gt;
&lt;br /&gt;
=== Как добавить свой мир ===&lt;br /&gt;
Чтобы добавить свой мир, сделайте следующее:&lt;br /&gt;
* Зарегистрируйтесь на вики или войдите под своим логином, чтобы ваше имя&lt;br /&gt;
* Скопируйте [[#Образец для копирования|образец формата]].&lt;br /&gt;
* Кликните на красную ссылку с номером мира соответствующей категории. Вы перейдёте на создание страницы.&lt;br /&gt;
* Вставьте в пустую страницу скопированный образец и заполните его.&lt;br /&gt;
* Кликните &amp;quot;Записать страницу&amp;quot;.&lt;br /&gt;
* Всё!&lt;br /&gt;
&lt;br /&gt;
Чтобы следить за сообщениями, касающимися вашего мира, сделайте следующее:&lt;br /&gt;
* Кликните на вкладку &amp;quot;Следить&amp;quot; вашего мира - вверху страницы.&lt;br /&gt;
* Кликните на ссылку &amp;quot;Список наблюдения&amp;quot; - правый верхний угол.&lt;br /&gt;
* Кликните в левом меню в группе &amp;quot;Инструменты&amp;quot; на ссылку &amp;quot;Atom&amp;quot;.&lt;br /&gt;
* Вы увидите ленту RSS/Atom и сможете подписаться на неё.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2/%D0%9C%D0%B8%D1%80_%E2%84%96_%D0%90%D0%A41&amp;diff=12621</id>
		<title>100 миров/Мир № АФ1</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2/%D0%9C%D0%B8%D1%80_%E2%84%96_%D0%90%D0%A41&amp;diff=12621"/>
				<updated>2013-08-18T14:35:50Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: EvilCat переименовал страницу Мир № АФ1 в 100 миров/Мир № АФ1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Терраверсум =&lt;br /&gt;
* '''Суть''': Безграничная земная толща с карманами-общинами.&lt;br /&gt;
* '''Атмосфера''': Исследования, политика, война.&lt;br /&gt;
&lt;br /&gt;
Если космос - это безграничный вакуум с редкими небесными телами, то в Терраверсуме всё наоборот: нескончаемая земная порода. Почва, камень, песок, вены рек, рудные жилы тянутся во все стороны, не являя ни поверхности, ни бездны.&lt;br /&gt;
&lt;br /&gt;
Лишь иногда встречаются необитаемые или населённые пустоты. Жизнь в Терраверсуме очень разная: от крохотных изолированных мирков до сложных систем пещер, в которых вынужденно сосуществуют развитые цивилизации. Обитающие выше имеют очевидное преимущество над нижними, особенно если нижние соседи технически не развиты: верхние могут позволять или перекрывать вход к себе, обстреливать с выгодной позиции, заливать нижнее племя смолой или лавой - наконец, просто остановить текущую с потолка реку. Поэтому во многих изолированных общинах, чьи предки когда-то ушли и добровольно замуровали себя вдали от рабства и войн, ещё сохранились высеченное в камне предостережение довольствоваться малым.&lt;br /&gt;
&lt;br /&gt;
В остальном жизнь в Терраверсуме идёт своим чередом. Его обитатели растят грибы и бледные подземные растения, которым достаточно света, проводимого кристаллами из лавовых карманов. В залах-загонах пасётся большеглазый, низкорослый скот. С детства привычные к темноте гуманоиды торгуют, женятся, молятся богам, строят дворцы и рассказывают политические анекдоты. Всё как у людей.&lt;br /&gt;
&lt;br /&gt;
'''Мир в процессе разработки.'''&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''': (см. расшифровку графы ниже.)&lt;br /&gt;
* '''Золотой дворец''': Описание.&lt;br /&gt;
* '''Космическая станция &amp;quot;Рубин&amp;quot;''': Описание.&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Рыцари нашли яйцо дракона.&lt;br /&gt;
# Станцию &amp;quot;Рубин&amp;quot; атакует неизвестная раса.&lt;br /&gt;
# ...и так далее.&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;
|}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=%D0%9C%D0%B8%D1%80_%E2%84%96_%D0%90%D0%A41&amp;diff=12622</id>
		<title>Мир № АФ1</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=%D0%9C%D0%B8%D1%80_%E2%84%96_%D0%90%D0%A41&amp;diff=12622"/>
				<updated>2013-08-18T14:35:50Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: EvilCat переименовал страницу Мир № АФ1 в 100 миров/Мир № АФ1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#перенаправление [[100 миров/Мир № АФ1]]&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2/%D0%9C%D0%B8%D1%80_%E2%84%96_%D0%90%D0%A41&amp;diff=12620</id>
		<title>100 миров/Мир № АФ1</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2/%D0%9C%D0%B8%D1%80_%E2%84%96_%D0%90%D0%A41&amp;diff=12620"/>
				<updated>2013-08-18T14:33:55Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: Новая страница: «= Терраверсум = * '''Суть''': Безграничная земная толща с карманами-общинами. * '''Атмосфера''': …»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Терраверсум =&lt;br /&gt;
* '''Суть''': Безграничная земная толща с карманами-общинами.&lt;br /&gt;
* '''Атмосфера''': Исследования, политика, война.&lt;br /&gt;
&lt;br /&gt;
Если космос - это безграничный вакуум с редкими небесными телами, то в Терраверсуме всё наоборот: нескончаемая земная порода. Почва, камень, песок, вены рек, рудные жилы тянутся во все стороны, не являя ни поверхности, ни бездны.&lt;br /&gt;
&lt;br /&gt;
Лишь иногда встречаются необитаемые или населённые пустоты. Жизнь в Терраверсуме очень разная: от крохотных изолированных мирков до сложных систем пещер, в которых вынужденно сосуществуют развитые цивилизации. Обитающие выше имеют очевидное преимущество над нижними, особенно если нижние соседи технически не развиты: верхние могут позволять или перекрывать вход к себе, обстреливать с выгодной позиции, заливать нижнее племя смолой или лавой - наконец, просто остановить текущую с потолка реку. Поэтому во многих изолированных общинах, чьи предки когда-то ушли и добровольно замуровали себя вдали от рабства и войн, ещё сохранились высеченное в камне предостережение довольствоваться малым.&lt;br /&gt;
&lt;br /&gt;
В остальном жизнь в Терраверсуме идёт своим чередом. Его обитатели растят грибы и бледные подземные растения, которым достаточно света, проводимого кристаллами из лавовых карманов. В залах-загонах пасётся большеглазый, низкорослый скот. С детства привычные к темноте гуманоиды торгуют, женятся, молятся богам, строят дворцы и рассказывают политические анекдоты. Всё как у людей.&lt;br /&gt;
&lt;br /&gt;
'''Мир в процессе разработки.'''&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''': (см. расшифровку графы ниже.)&lt;br /&gt;
* '''Золотой дворец''': Описание.&lt;br /&gt;
* '''Космическая станция &amp;quot;Рубин&amp;quot;''': Описание.&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Рыцари нашли яйцо дракона.&lt;br /&gt;
# Станцию &amp;quot;Рубин&amp;quot; атакует неизвестная раса.&lt;br /&gt;
# ...и так далее.&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;
|}&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	<entry>
		<id>http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2&amp;diff=12619</id>
		<title>100 миров</title>
		<link rel="alternate" type="text/html" href="http://wiki.rpground.ru/index.php?title=100_%D0%BC%D0%B8%D1%80%D0%BE%D0%B2&amp;diff=12619"/>
				<updated>2013-08-18T13:52:12Z</updated>
		
		<summary type="html">&lt;p&gt;EvilCat: /* Принципы */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Большое начинается с малого, и иногда достаточно ничтожной идеи, чтобы в воображении зацвёл буйный новый мир. К тому же многие не любят читать толмуды о географии, экономике и культуре, прежде чем действительно погрузиться в мир. В общем, идея данного документа - создать 100 страничных описаний миров, да так, чтобы потенциально их можно было издать в виде журнала. Может быть, написанное никогда не увидит печати серьёзней самиздата, но такое упражнение в &amp;quot;профессиональном&amp;quot; миростроении может быть полезно для всех участвующих.&lt;br /&gt;
&lt;br /&gt;
Если хотите принять участие, читайте [[#Принципы|принципы]] - и добро пожаловать!&lt;br /&gt;
&lt;br /&gt;
== 100 миров ==&lt;br /&gt;
&lt;br /&gt;
:::'''Исторические миры''': описывающие некий реально существовавший город или местность в рамках нашего научного понимания. Фактически - любопытное историческое описание, способное стать основой для игр, на которое иначе не обратили бы внимание.&lt;br /&gt;
# [[Мир № И1]]: ?&lt;br /&gt;
# [[Мир № И2]]: ?&lt;br /&gt;
# [[Мир № И3]]: ?&lt;br /&gt;
# [[Мир № И4]]: ?&lt;br /&gt;
# [[Мир № И5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%90%D0%BB%D1%8C%D1%82%D0%B5%D1%80%D0%BD%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B0%D1%8F_%D0%B8%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F Альтернативная история]'''&lt;br /&gt;
# [[Мир № АИ1]]: ?&lt;br /&gt;
# [[Мир № АИ2]]: ?&lt;br /&gt;
# [[Мир № АИ3]]: ?&lt;br /&gt;
# [[Мир № АИ4]]: ?&lt;br /&gt;
# [[Мир № АИ5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%90%D0%BB%D1%8C%D1%82%D0%B5%D1%80%D0%BD%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%BE%D0%B5_%D0%BD%D0%B0%D1%81%D1%82%D0%BE%D1%8F%D1%89%D0%B5%D0%B5 Альтернативное настоящее]'''&lt;br /&gt;
# [[Мир № АН1]]: ?&lt;br /&gt;
# [[Мир № АН2]]: ?&lt;br /&gt;
# [[Мир № АН3]]: ?&lt;br /&gt;
# [[Мир № АН4]]: ?&lt;br /&gt;
# [[Мир № АН5]]: ?&lt;br /&gt;
#:'''Ближайшее будущее''': правдоподобное, не основанное на альтернативной истории или альтернастоящем.&lt;br /&gt;
# [[Мир № Б1]]: ?&lt;br /&gt;
# [[Мир № Б2]]: ?&lt;br /&gt;
# [[Мир № Б3]]: ?&lt;br /&gt;
# [[Мир № Б4]]: ?&lt;br /&gt;
# [[Мир № Б5]]: ?&lt;br /&gt;
#:'''[http://wiki.rpgverse.ru/wiki/%D0%9A%D0%B8%D0%B1%D0%B5%D1%80%D0%BF%D0%B0%D0%BD%D0%BA Киберпанк]''' или иная антиутопия нашего будущего.&lt;br /&gt;
# [[Мир № АУ1]]: ?&lt;br /&gt;
# [[Мир № АУ2]]: ?&lt;br /&gt;
# [[Мир № АУ3]]: ?&lt;br /&gt;
# [[Мир № АУ4]]: ?&lt;br /&gt;
# [[Мир № АУ5]]: ?&lt;br /&gt;
#:'''Космическая эра''': космическое будущее нашей цивилизации.&lt;br /&gt;
# [[Мир № К1]]: ?&lt;br /&gt;
# [[Мир № К2]]: ?&lt;br /&gt;
# [[Мир № К3]]: ?&lt;br /&gt;
# [[Мир № К4]]: ?&lt;br /&gt;
# [[Мир № К5]]: ?&lt;br /&gt;
# [[Мир № К6]]: ?&lt;br /&gt;
# [[Мир № К7]]: ?&lt;br /&gt;
# [[Мир № К8]]: ?&lt;br /&gt;
# [[Мир № К9]]: ?&lt;br /&gt;
# [[Мир № К10]]: ?&lt;br /&gt;
#:'''(Пост)апокалипсис''' нашей цивилизации.&lt;br /&gt;
# [[Мир № А1]]: ?&lt;br /&gt;
# [[Мир № А2]]: ?&lt;br /&gt;
# [[Мир № А3]]: ?&lt;br /&gt;
# [[Мир № А4]]: ?&lt;br /&gt;
# [[Мир № А5]]: ?&lt;br /&gt;
# [[Мир № А6]]: ?&lt;br /&gt;
# [[Мир № А7]]: ?&lt;br /&gt;
# [[Мир № А8]]: ?&lt;br /&gt;
# [[Мир № А9]]: ?&lt;br /&gt;
# [[Мир № А10]]: ?&lt;br /&gt;
#:'''Альтернативные человеческие миры''': миры любого уровня технологий и обстоятельств за исключением одного - люди являются единственной разумной расой.&lt;br /&gt;
# [[Мир № Ч1]]: ?&lt;br /&gt;
# [[Мир № Ч2]]: ?&lt;br /&gt;
# [[Мир № Ч3]]: ?&lt;br /&gt;
# [[Мир № Ч4]]: ?&lt;br /&gt;
# [[Мир № Ч5]]: ?&lt;br /&gt;
# [[Мир № Ч6]]: ?&lt;br /&gt;
# [[Мир № Ч7]]: ?&lt;br /&gt;
# [[Мир № Ч8]]: ?&lt;br /&gt;
# [[Мир № Ч9]]: ?&lt;br /&gt;
# [[Мир № Ч10]]: ?&lt;br /&gt;
#:'''Трансгуманизм''': не космос, не постапокалипсис, не -панк - но продолжение нашего мира, где определение о &amp;quot;человеке&amp;quot; поменялось.&lt;br /&gt;
# [[Мир № ТГ1]]: ?&lt;br /&gt;
# [[Мир № ТГ2]]: ?&lt;br /&gt;
# [[Мир № ТГ3]]: ?&lt;br /&gt;
# [[Мир № ТГ4]]: ?&lt;br /&gt;
# [[Мир № ТГ5]]: ?&lt;br /&gt;
#:'''Классическое фэнтези'''&lt;br /&gt;
# [[Мир № Ф1]]: ?&lt;br /&gt;
# [[Мир № Ф2]]: ?&lt;br /&gt;
# [[Мир № Ф3]]: ?&lt;br /&gt;
# [[Мир № Ф4]]: ?&lt;br /&gt;
# [[Мир № Ф5]]: ?&lt;br /&gt;
# [[Мир № Ф6]]: ?&lt;br /&gt;
# [[Мир № Ф7]]: ?&lt;br /&gt;
# [[Мир № Ф8]]: ?&lt;br /&gt;
# [[Мир № Ф9]]: ?&lt;br /&gt;
# [[Мир № Ф10]]: ?&lt;br /&gt;
#:'''Альтернативное фэнтези''': тоже отдалённо основанное на сказках и мифологии, однако заметно отходящее от типажей обычного фэнтези.&lt;br /&gt;
# [[Мир № АФ1]]: ?&lt;br /&gt;
# [[Мир № АФ2]]: ?&lt;br /&gt;
# [[Мир № АФ3]]: ?&lt;br /&gt;
# [[Мир № АФ4]]: ?&lt;br /&gt;
# [[Мир № АФ5]]: ?&lt;br /&gt;
# [[Мир № АФ6]]: ?&lt;br /&gt;
# [[Мир № АФ7]]: ?&lt;br /&gt;
# [[Мир № АФ8]]: ?&lt;br /&gt;
# [[Мир № АФ9]]: ?&lt;br /&gt;
# [[Мир № АФ10]]: ?&lt;br /&gt;
#:'''Ксенофантастика''': миры, крутящиеся вокруг принципиально иных цивилизаций и культур, чем человеческая (не подпадающие под разделы выше). Сказочные животные, драконы, фурри и инопланетяне располагаются здесь!&lt;br /&gt;
# [[Мир № Х1]]: ?&lt;br /&gt;
# [[Мир № Х2]]: ?&lt;br /&gt;
# [[Мир № Х3]]: ?&lt;br /&gt;
# [[Мир № Х4]]: ?&lt;br /&gt;
# [[Мир № Х5]]: ?&lt;br /&gt;
# [[Мир № Х6]]: ?&lt;br /&gt;
# [[Мир № Х7]]: ?&lt;br /&gt;
# [[Мир № Х8]]: ?&lt;br /&gt;
# [[Мир № Х9]]: ?&lt;br /&gt;
# [[Мир № Х10]]: ?&lt;br /&gt;
#:'''Тёмные миры''': мрачные миры победившего зла или даже никогда не знавшие того, что мы называем добром.&lt;br /&gt;
# [[Мир № Т1]]: ?&lt;br /&gt;
# [[Мир № Т2]]: ?&lt;br /&gt;
# [[Мир № Т3]]: ?&lt;br /&gt;
# [[Мир № Т4]]: ?&lt;br /&gt;
# [[Мир № Т5]]: ?&lt;br /&gt;
# [[Мир № Т6]]: ?&lt;br /&gt;
# [[Мир № Т7]]: ?&lt;br /&gt;
# [[Мир № Т8]]: ?&lt;br /&gt;
# [[Мир № Т9]]: ?&lt;br /&gt;
# [[Мир № Т10]]: ?&lt;br /&gt;
&lt;br /&gt;
== Принципы ==&lt;br /&gt;
=== Какие миры подходят ===&lt;br /&gt;
Задача сборника - заставить воображение читателя вспыхнуть, дать опору для развития и импровизации недостающих деталей. Пожалуй, это своего рода искусство, наподобие написания [[:wikipedia:ru:синопсис|синопсисов]]. С одной стороны - информация о мире должна рисовать перед читателем полноценную картину большого игрового пространства со множеством потенциальных историй. С другой - описание должно быть цельным и внутренне логичным в пределах всего лишь одной страницы. Учитывайте сжатый формат: отведите достаточно места для конкретики о местах, культурах и законах, чтобы подсказать читателю разнообразные сюжеты и ситуации. В то же время оставляйте понятия достаточно простыми, чтобы они не оставляли читателя озадаченным.&lt;br /&gt;
&lt;br /&gt;
Вообще &amp;quot;мир&amp;quot; не обязан быть целой вселенной или планетой: это может быть город, организация или даже некоторое место во время некоторого события - скажем, замок во время пятилетней осады. Важно, чтобы описываемая среда была богатой на разные приключения и сюжеты, а не являлась местом действия одного-двух сюжетов.&lt;br /&gt;
&lt;br /&gt;
Не обязательно сразу выкладывать придуманный мир. Можно работать над ним постепенно, главное - дать понять, когда работа закончена.&lt;br /&gt;
&lt;br /&gt;
=== Формат ===&lt;br /&gt;
Каждый мир представляет из себя страницу, написанную в заданном формате для простоты восприятия. Все страницы в сборнике должны быть свёрстаны одинаково: одинаковый шрифт, расположение граф, ширина полей... Поэтому не стоит пытаться впихнуть больше информации, уменьшив шрифт и отодвинув поле в текстовом редакторе. К тому же так вы отойдёте от основного принципа сборника: нарисовать миры кратко. Впрочем, сейчас неизвестно, как именно будет свёрстан сборник и случится ли он вообще, так что просто держитесь в рамках здравого смысла - пускай описание влезает на стандартную &amp;quot;вордовскую&amp;quot; страницу шрифтом Times New Roman высотой 11 точек. Если у вас нет возможности или желания проверить размер описания в текстовом редакторе, ограничьтесь 3500 символами.&lt;br /&gt;
&lt;br /&gt;
Сам текст должен подаваться в следующем формате (оформлен в вики-разметке):&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
= Название мира =&lt;br /&gt;
* '''Суть''': Концепция мира в одну строчку или меньше&lt;br /&gt;
* '''Атмосфера''': Безысходность, героизм, добрая сказка...&lt;br /&gt;
&lt;br /&gt;
Далее следует вводное описание вашего мира на 1-3 абзаца, чтобы нарисовать в голове основную картину.&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''': (см. расшифровку графы ниже.)&lt;br /&gt;
* '''Золотой дворец''': Описание.&lt;br /&gt;
* '''Космическая станция &amp;quot;Рубин&amp;quot;''': Описание.&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Рыцари нашли яйцо дракона.&lt;br /&gt;
# Станцию &amp;quot;Рубин&amp;quot; атакует неизвестная раса.&lt;br /&gt;
# ...и так далее.&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;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Графа &amp;quot;Примечательный список&amp;quot; может быть чем угодно, что важно для вашего мира: расы, места, события... Сам заголовок можно записывать любым подходящим образом (&amp;quot;Хронология&amp;quot;, &amp;quot;Народы семи царств&amp;quot;), лишь бы далее шёл список. Если необходимо, можно сделать несколько списков.&lt;br /&gt;
&lt;br /&gt;
==== Образец для копирования ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
= Название мира =&lt;br /&gt;
* '''Суть''': &lt;br /&gt;
* '''Атмосфера''': &lt;br /&gt;
&lt;br /&gt;
Вводное описание мира на 1-3 абзаца.&lt;br /&gt;
&lt;br /&gt;
'''Список примечательного''':&lt;br /&gt;
* '''Пункт 1''': Описание.&lt;br /&gt;
* '''Пункт 2''': Описание...&lt;br /&gt;
&lt;br /&gt;
'''Идеи сюжетов''':&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
# Сюжет 1&lt;br /&gt;
# Сюжет 2&lt;br /&gt;
# Сюжет 3&lt;br /&gt;
# Сюжет 4&lt;br /&gt;
# Сюжет 5&lt;br /&gt;
|&lt;br /&gt;
# Сюжет 6&lt;br /&gt;
# Сюжет 7&lt;br /&gt;
# Сюжет 8&lt;br /&gt;
# Сюжет 9&lt;br /&gt;
# Сюжет 10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Отбор ===&lt;br /&gt;
Может так случиться, что для какой-то категории будет предложено больше миров, чем предусмотрено в списке выше. Или вообще будет предложено больше чем 100 миров! Ничего страшного. Отбор миров мы отложим на теоретическое составление сборника для печати. А сейчас можно добавлять столько миров, сколько захотите, лишь бы соблюдался формат и ограничение на страницу.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, проследите, чтобы ваш мир был по крайней мере грамотен. Если грамотный русский - не ваша сильная сторона, договоритесь с корректором или просто попросите о корректуре. Но в таком случае вы должны отметить, когда работа над текстом завершена, чтобы корректор не вычитывал куски, которые всё равно будут переделаны.&lt;br /&gt;
&lt;br /&gt;
=== Авторство и лицензия ===&lt;br /&gt;
Текст распространяется на лицензии Creative Commons 3.0 Non-Commercial: свободное некоммерческое распространение с указанием авторства. Это также позволяет переработку текста с указанием &amp;quot;Основано на работе такого-то&amp;quot; (также условия лицензии защищают от недобросовестной переработки). В случае коммерческого распространения текст рассматривается как обычный объект авторского права.&lt;br /&gt;
&lt;br /&gt;
Для теоретической ситуации, если написанные 100 миров смогут лечь на полки магазинов, у каждого текста должен быть только один автор - разве что этот автор сам захочет привлечь соавторов. Если другие люди хотят предложить изменения или помочь отредактировать текст, они могут сделать это в обсуждении страницы или с помощью подстраниц (туда можно скопировать хоть весь текст мира, чтобы провести вычитку и корректуру). Автор вправе принять или не принять изменения, или воспользоваться ими на своё усмотрение.&lt;br /&gt;
&lt;br /&gt;
=== Как добавить свой мир ===&lt;br /&gt;
Чтобы добавить свой мир, сделайте следующее:&lt;br /&gt;
* Зарегистрируйтесь на вики или войдите под своим логином, чтобы ваше имя&lt;br /&gt;
* Скопируйте [[#Образец для копирования|образец формата]].&lt;br /&gt;
* Кликните на красную ссылку с номером мира соответствующей категории. Вы перейдёте на создание страницы.&lt;br /&gt;
* Вставьте в пустую страницу скопированный образец и заполните его.&lt;br /&gt;
* Кликните &amp;quot;Записать страницу&amp;quot;.&lt;br /&gt;
* Всё!&lt;br /&gt;
&lt;br /&gt;
Чтобы следить за сообщениями, касающимися вашего мира, сделайте следующее:&lt;br /&gt;
* Кликните на вкладку &amp;quot;Следить&amp;quot; вашего мира - вверху страницы.&lt;br /&gt;
* Кликните на ссылку &amp;quot;Список наблюдения&amp;quot; - правый верхний угол.&lt;br /&gt;
* Кликните в левом меню в группе &amp;quot;Инструменты&amp;quot; на ссылку &amp;quot;Atom&amp;quot;.&lt;br /&gt;
* Вы увидите ленту RSS/Atom и сможете подписаться на неё.&lt;/div&gt;</summary>
		<author><name>EvilCat</name></author>	</entry>

	</feed>