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  <id>urn:lj:livejournal.com:atom1:artemissgk</id>
  <title>Musings of Mine</title>
  <subtitle>(Where I put crap online for Free!)</subtitle>
  <author>
    <name>artemissgk</name>
  </author>
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  <updated>2007-05-05T08:32:55Z</updated>
  <lj:journal userid="8170850" username="artemissgk" type="personal"/>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:11964</id>
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    <title>Class Defense Bonus to AC</title>
    <published>2007-05-05T08:32:55Z</published>
    <updated>2007-05-05T08:32:55Z</updated>
    <category term="classes"/>
    <category term="bdb"/>
    <category term="combat"/>
    <category term="rules"/>
    <lj:music>Electric hum</lj:music>
    <content type="html">&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Class Defense Bonus&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;.&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;As a Character increases in experience, he becomes more aware of his surroundings, the flow of battle, and the many tricks and feints of his enemies.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;All of these things contribute to increase the defensive capabilities of the Character.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character’s Base Defense Bonus (BDB) simulates this progressive ability by providing a bonus to defense that increases at a fixed rate dependant upon combat and relative defensive abilities of the class.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Armour Class (AC)&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Your Armour Class represents how hard it is for opponents to land a solid, damaging blow on you.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It’s the Attack roll result that an opponent needs to achieve to hit you.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The average, unarmoured peasant has an Armour Class of 10.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Your Armour Class is equal to the following:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;10 + Base Defense Bonus (or 1/2; rounded down) + Dexterity Bonus to AC + Armour or Equipment Bonus + Size Modifier&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Base Defense Bonus:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;Your class and level grant an innate bonus to Armour Class.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This measures your combat savvy and applies to all situations, even when your flat-footed or would lose your Dexterity Bonus.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Your Base Defense Bonus only partially stacks with the equipment bonus for wearing armour, as it restricts your movement, perception and forces unnatural perceptions of danger and situation.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When Wearing Armour or Carrying a Tower Shield (Special Circumstance) you may only add one-half (rounded down) of your Base Defense Bonus to AC.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Dexterity Bonus:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;If your Dexterity is high, you are particularly adept at dodging blows.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If your Dexterity is low, you are particularly inept at it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That why you apply your Dexterity Modifier to Armour Class.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Not that Armour Limits Your Dexterity Modifier to AC, so if your wearing armour you might not be able to apply your whole Dexterity Bonus to your AC (see Table 7-5: Armour and Shields).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Sometimes you can’t use your Dexterity Bonus (if you have one).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The AC bonus&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;you get for a high Dexterity represents your ability to dodge incoming attacks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If you cant react to a blow, you cant use your Dexterity Bonus to Armour Class.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;(if you don’t have a Dexterity Bonus to Armour Class- Nothing Happens)&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You Lose your Dexterity bonus when for example, an invisible opponent attacks you, you’re hanging on for dear life to the edge of a crumbling cliff, or your caught flat-footed at the beginning of combat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Armour or Equipment Bonus:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;Your Armour and Shield each provide a bonus to your armour class as listed in the Equipment Section.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This bonus represents there ability to protect you from blows.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, armour provides a limited form of Damage Reduction (listed Under the Revised Armour Stats Below) which can prevent some or all of damage inflicted from a specific attack.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Again, if your wearing armour, you may only use one-half of your Base Defense Bonus (rounded down) to AC.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Shields May be used without affecting your ability to maneuver, and allow you to use your full Base Defense Bonus.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Size Modifier:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;The bigger a creature is the easier it is to hit in combat.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The smaller it is, the harder it is to hit.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Since this same modifier applies to attack rolls,&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;a Giant, for instance, doesn’t have a hard time hitting another giant.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Size Modifiers are as follows:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, and Fine +8.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable" style="border: medium none ; margin-left: 0.2in; border-collapse: collapse;"&gt;  &lt;tbody&gt;&lt;tr style="height: 11.65pt;"&gt;   &lt;td width="300" valign="top" colspan="4"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Table 9-3:&lt;span style=""&gt;&amp;nbsp;   &lt;/span&gt;Base Defense Bonus Progression&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Level&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;BD-1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;9&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;10&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+9&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;11&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+9&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;12&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+10&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;13&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+10&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;14&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+9&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+11&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;15&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+9&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+11&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;16&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+9&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+12&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;17&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+10&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+12&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;18&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+10&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+13&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;19&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+11&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+13&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;20&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+11&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="75" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+14&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Progressions&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Different Classes in both Dungeons &amp;amp; Dragons Version 3.5 and Advanced D20 progress at different rates with there Base Defense Bonus.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There are Three different Progressions of Base Defense Bonus, as with saves and Base attack Bonus, and all three start at a fixed integer, and increase by fractions every level thereafter.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The fractional increase is determined for each progression individually, and can be assessed on the above chart (Table 9-3:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Base Defense Bonus Progressions).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable" style="border: medium none ; margin-left: 5.4pt; border-collapse: collapse;"&gt;  &lt;tbody&gt;&lt;tr style="height: 7.6pt;"&gt;   &lt;td width="324" valign="top" colspan="4"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Table 9-4:&lt;span style=""&gt;&amp;nbsp;   &lt;/span&gt;Base Defense Bonuses By Class&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 4.9pt;"&gt;   &lt;td width="162" valign="top" colspan="2"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 9pt;"&gt;Advanced D20&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="162" valign="top" colspan="2"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 9pt;"&gt;D&amp;amp;D Version 3.5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.15pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Class&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Progression&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Class&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Progression&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Artisan&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Barbarian&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Aesthetic&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Bard&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Channeler &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Cleric&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Druid&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Druid&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Fighter&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Fighter&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Noble&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Monk&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Practitioner&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Paladin&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Ranger&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Ranger&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Rogue&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Rogue&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Sorcerer&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Sorcerer&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Unfettered&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top" rowspan="2"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Wizard&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top" rowspan="2"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 2.55pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Warmain&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;BD-3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:11746</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/11746.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=11746"/>
    <title>RANT- input would be much appreciated on these subjects...</title>
    <published>2007-05-03T10:22:52Z</published>
    <updated>2007-05-03T10:22:52Z</updated>
    <category term="random"/>
    <lj:music>Superman-- three doors away</lj:music>
    <content type="html">Okay, so by and large, I only pester you guys for help with stuff when we hang out, and while i probably get pretty annoying about asking for helpe and favors with figuring out rules (not too mention turning this otherwise pretty cool campaign into a giant test game for my mod), prepare for a full strength annoyance.&lt;br /&gt;I've got questions, and hopefully, anyone who actually reads my journal will try and give me some answers.  (note:  these are just things I need help[ with.  if i seem angry its only because I spent the day fiddling with all of these things)&lt;br /&gt;1.  SKill tricks.  I absolutely love them and it gives me a very bias view.  THey require to mesh with my mod an immense amount of alteration, as well as some new form of integration.  in order too fit in the system without conflicting with/ or making irrelevant already preval;en abilites, the number will have too be reduced from 42 to some similar number.  additionally, the split shows D&amp;Ds true colors, in that movement group has 17 available tricks, wherea interaction and mental possess a total of 13 between the two (a in interaction, 7 in mental), and this number needs revisioning.  additionally, many tricks would further need to be developed too not only accomodate, but interact with facets of the mod not currently appropriated in the tricks (BDB, Shock Value, Armour DR, and so on), and new invention is always difficult as a matter of balance and overall blend.  so I ask you... Is IT WORTH IT?  and why?&lt;br /&gt;&lt;br /&gt;2.  more specific than that, is my difficulty dealing with a specific facet of Action Points.  Feat simulation.  Too many feats, that have inherent good uses, are onlyu too easy to simulate as the situation demands it, instead of actually taking the feat and spending the slot.  improved trip, imp sunder and what not, while immensely useful and dramatic, have the possibility too become redundant, when one can simply spend an action point too simulate them instead of actually GETTING them.  leave as is, or make an annoying albiet practical special allowance for certain feats?&lt;br /&gt;&lt;br /&gt;3.  is ANYONE, EVER, interested in helping me craft up some spells?  I know your reading this....Bastards!  MAKE SOME SPELLS!  MAKE SOME SPEEELLLLLLLLSSSSSSS!!!!!!&lt;br /&gt;&lt;br /&gt;4.  okay then, so heres the deal with class defense bonus to ac.  I have the charts.  I have the rules.  everything is finished on that front, and I doubt it will even need much tweaking once we start playing with it.  I even have conversion of regular D&amp;D 3.5 to class defense bonus rules.  which comes first, the altered classes, or the defense bonus?  If I bring out the defense bonus rules without my modified lcasses and a more complete system, the game will become much slower, fights lasting longer, and opponents harder too kill.  if I hit you with it all at once... serious Head-Freakin-Desk.  what do you think?&lt;br /&gt;&lt;br /&gt;5.  I love tactical feats.  like, LOVE tactical feats.  Strap some rubber boobs on Shock Trooper, call it betty and ill marry the damned thing.  Should they be included in the game alteration?  I dont want to use them without fully fleshing out a complete balanced set, the likes of which WOTC has hardly touched upon.  fully rounded sets of tactical feats for many differing aspects of combat, socialization, spellcasting, and roguish pursuits.  every freakin thing.  its a lot of work.  like, testing, tweaking, re-testing, original writing,  ability trading, the frakkin list goes on and on with how much work something like that will take, and as you all well know, im only pumping out like ten pages of re-written rules every week.  and this project will be at least 20 pages of work.  how bad do you want them?  (keep in mind, how bad do you want tactical feats I, being the rules-guy i am, made?)&lt;br /&gt;&lt;br /&gt;6.  lastly, just another chance for me too ask how you think gaming went this past weekend, what were the highs and lows for everybody, and where in general you would like to be.  any comments?  *GRINS*&lt;br /&gt;&lt;br /&gt;thanks a million, bye.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:11504</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/11504.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=11504"/>
    <title>Random COmbat Modifiers</title>
    <published>2007-05-03T01:07:58Z</published>
    <updated>2007-05-03T01:07:58Z</updated>
    <category term="combat"/>
    <category term="rules"/>
    <lj:music>Record of Lodoss War-- the show</lj:music>
    <content type="html">&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;T-&lt;br /&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;C&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 16pt; font-family: BlackChancery;"&gt;ombat Modifiers&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;.&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: BlackChancery;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 8pt;"&gt;Sometimes, you just have to go toe-to-toe in a fight, but you gain usually gain some advantage by seeking a better position, either offensively or defensively.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This section cover’s the rules for when you can line up a particularly good attack, or are forced to make a disadvantageous one.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Favorable and unfavorable conditions&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Depending on the situation, you may gain a bonus or take penalties on your attack roll.&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Generally, any situational modifier created by the attacker’s position or tactics applies to the attack roll, while any situational modifier created by the defender’s position or tactics applies to the defender’s AC.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You GM judges what bonuses and penalties apply, using Table 9-1 Attack roll modifiers, and Table 9-2 Armour Class Modifiers as a guide.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Suspended Characters:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;In certain positions or situations, a character becomes, suspended, basically situations where the character’s weight is no longer usually distributed, and movement is somewhat restricted.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The following are examples of situations where the character is Suspended:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Hanging Upside Down:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;when a character is hanging upside down, whether naturally able to do so or tied with a rope from a snare of crows cage, the character is suspended.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Climbing:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When climbing, such as along a rock wall or up a knotted rope, the characters weight is distributed along his body, and counts as suspended.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Swinging from object(rope, chandelier, etc.):&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;while moving significantly Vertically or horizontally under power not his own, his weight and movement are restricted by the path of the alternate form of movement, thus he is suspended.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;While Suspended, the unusual situation is difficult to maneuver within, and thus causes the character a -2 penalty to his attack rolls when performing a melee attack.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Cover&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;One of the best defenses available is cover.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;By taking cover behind a tree, a wall, the side of a wagon, or behind a castles battlements, you can protect yourself against attacks, especially ranged attacks, and also from being spotted.&lt;/span&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 8pt;"&gt;to determine whether your target has cover from your ranged attack, choose a corner of your square.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If any line from this corner passes through a square or border or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+6 to AC)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;When making a melee attack against an adjacent target, your target has cover if any line from your square to your opponents square goes through a wall (even a low wall).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When making a melee attack against a target that isn’t adjacent (such as with a reach weapon), use the rules for determining cover from ranged attacks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Low obstacles and Cover:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;a low obstacle (such as a wall no higher than half your height) provides cover, but only too creatures within 30 feet (6 squares) of it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The attacker can ignore the cover if he’s closer to the obstacle than his target.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Cover and attacks of &lt;/b&gt;&lt;/span&gt;&lt;st1:place&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Opportunity&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;you can’t execute an attack of opportunity against a target with cover relative to you.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Cover and Reflex Saves:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;Cover grants you a +3 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you, such as a Red Dragon’s breath weapon, or a &lt;i style=""&gt;lightning bolt&lt;/i&gt;.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Note that spread effects such as &lt;i style=""&gt;fireball&lt;/i&gt;, can extend around corners and thus negate this cover bonus.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Cover and Hide Checks:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;You can use cover to make a Hide check.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Without cover, you usually need concealment to make a hide check.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Soft Cover:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +6 bonus to AC.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you too make a hide check.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" align="left" class="MsoNormalTable" style="border: medium none ; border-collapse: collapse; margin-left: 6.75pt; margin-right: 6.75pt;"&gt;  &lt;tbody&gt;&lt;tr style="height: 8.5pt;"&gt;   &lt;td width="324" valign="top" colspan="3"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Table   9-1:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Attack Roll Modifiers&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Attacker   is…&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Melee&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Ranged&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Aiming (per round bonus)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;N/A&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Performing a Called Shot&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;st1:time minute="56" hour="17"&gt;&lt;span style="font-size: 8pt;"&gt;-4 to -6&lt;/span&gt;&lt;/st1:time&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;st1:time minute="56" hour="17"&gt;&lt;span style="font-size: 8pt;"&gt;-4 to -6&lt;/span&gt;&lt;/st1:time&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Cornering Defender&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;N/A&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Dazzled&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Entangled &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Flanking Defender&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;N/A&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Higher Ground&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+0&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Invisible&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+3²&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+3²&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Offensively Fighting&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;N/A&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Prone&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+0³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Shaken or Frightened&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Squeezing Through a Space&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Surrounding Defender&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;N/A&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 1pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Suspended&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+0&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 1pt;"&gt;   &lt;td width="163" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="77" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Big Creatures and Cover:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly different than smaller creatures do.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;¹:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;an entangled character also takes a -4 penalty to dexterity, which may affect his attack roll.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;²:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the defender loses any Dexterity bonus to AC.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This bonus doesn’t apply if the target is blinded.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;³:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Most ranged weapons can’t be used while the attacker is prone, but you can use a crossbow or shuriken at no penalty while prone.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Flanking and Surrounding and Cornering&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Many situations relevant to the number of squares surrounding an opponent that are either threatening him or her, or in which the opponent may move affect how easy it is to hit that opponent.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These three different situations are called flanking, surrounding, and cornering.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Flanking:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;when making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character or creature friendly to youon the opponents opposite border or opposite corner.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly character’s centers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If the line passes through opposite borders&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;f the opponents space (including corners of those borders), then the opponent is flanked.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;i style=""&gt;Exception&lt;/i&gt;:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If a flanker takes up more than 1 square, it gets the flanking bonus if any of the squares it occupies counts as flanking.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Only a creature or character that threatens the defender can help an attacker get a flanking bonus.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Creatures with a reach of 0 feet can’t flank an opponent.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Surrounding:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;Surrounding is very similar to flanking in that it is based on characters maintaining opposite sides of the same opponent.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, an opponent is only surrounded if flanked by at least a total of 3 different threatening opponents.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When three flanking opponents surround a character, they gain a + 3 flanking bonus, in place of the +2 bonus gained from flanking.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Normally, surrounding an opponent requires 4 creatures on opposite sides in pairs to surround them, however special circumstances or abilities may allow three characters to accomplish a similar scenario.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (I cant upload the image cause I dont want to pay for LJ, but I did actually make a neat little doodle) &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Cornering:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;Cornering, unlike flanking or surrounding, may actually be performed in a situation of one character versus one opponent.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When the opponent is literally in a corner, where at least two horizontal directions are blocked by an impassable object or obstruction (such as a wall, a tree, wagon-side, or cliff) the character gains a +2 flanking bonus on his or her attack rolls.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;An example of this scenario is shown in the above diagram, and shows that the attacker must be opposite the objects or obstructions preventing the opponents movement.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt;"&gt;At higher levels, or with use of spells or abilities, certain obstructions such as walls, or cliffs may no longer be blocking terrain, and if the terrain is not blocking the opponent from moving, then it cannot be used to check whether the opponent is in fact cornered.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable" style="border: medium none ; margin-left: 5.4pt; border-collapse: collapse;"&gt;  &lt;tbody&gt;&lt;tr style="height: 9.4pt;"&gt;   &lt;td width="324" valign="top" colspan="3"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Table 9-2:&lt;span style=""&gt;&amp;nbsp;   &lt;/span&gt;Armour Class Modifiers&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 4.5pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Defender is…&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Melee&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Ranged&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Behind Cover&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+6³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Blinded&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Concealed or Invisible&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="168" valign="top" colspan="2"&gt;   &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;span style="font-size: 8pt;"&gt;-See Concealment-&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Cowering&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Entangled&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0²&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0²&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Fighting Defensively&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+2³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+2³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Flat-Footed (Such as   surprised, Balancing, or Climbing)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Grappling(but attacker is   not)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0¹´º&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Helpless (such as paralyzed,   sleeping, or bound)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-4ª&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0ª&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Kneeling or Sitting&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Pinned&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-4ª&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+0ª&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Prone&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-4³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Squeezing through a space&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Stunned&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;-2¹&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 3.9pt;"&gt;   &lt;td width="156" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Using Total Defense&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="84" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;+4³&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;¹:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Defender loses any Dexterity Bonus to AC.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;²:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;An Entangled character has a -4 penalty to Dexterity.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;³:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Frequent abilities modify these values, consider these numbers a Variable Integer.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;º:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Roll randomly to see which grappling character you strike. That defender loses any Dexterity bonus to AC.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;ª:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Treat the Defender’s Dexterity as 0 (-5 modifier).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Rogues can sneak attack helpless or pinned defenders.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;See also the Section on Helpless Defenders.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;br /&gt;&lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:11212</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/11212.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=11212"/>
    <title>WEAPON GROUP FEATS</title>
    <published>2007-05-03T01:04:30Z</published>
    <updated>2007-05-03T01:04:30Z</updated>
    <category term="combat"/>
    <category term="weapons"/>
    <category term="feats"/>
    <category term="rules"/>
    <lj:music>Record of Lodoss War--opening theme</lj:music>
    <content type="html">&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;T-&lt;br /&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;W&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 16pt; font-family: BlackChancery;"&gt;eapon Group Feats&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;.&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Weapons are divided in Dungeons and Dragons version 3.5 in many ways, but chiefly among these is that of Simple Weapons, Martial Weapons, and Exotic Weapons for the purposes of determining proficiency.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Advanced D20 divides weapons instead, by group, so that a character may select what types of weapons he or she wishes proficiency with, instead of simply determining by class or complexity of use (this Alternative ruling was presented on pg. 94 of Unearthed Arcana printed by WOTC).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;How They Work&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;At character creation for a 1&lt;sup&gt;st&lt;/sup&gt; level character, you class will have a set number of weapon group feat slots, you may use to select any weapon group feats for which you meet the prerequisites.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Most (but not all) character classes will begin with an automatic selection of the basic weapons group, as well as a number of other feats of your choice, from one to five.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The number of weapon groups assigned to each class is listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Advanced D20 weapon Group Feats:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable" style="border: medium none ; margin-left: 5.4pt; border-collapse: collapse;"&gt;  &lt;tbody&gt;&lt;tr style="height: 5.7pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Class&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group Proficiencies at 1&lt;sup&gt;st&lt;/sup&gt; level&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Artisan&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other one&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Aesthetic&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other three&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Channeler&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other two&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Druid&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other two&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Fighter&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other five&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Noble&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other three&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Practitioner&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other one&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Ranger&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other four&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Rogue&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other three&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Sorcerer&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other two&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Unfettered&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other four&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Warmain&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other five&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Dungeons and Dragons version 3.5 weapon group feats:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable" style="border: medium none ; margin-left: 5.4pt; border-collapse: collapse;"&gt;  &lt;tbody&gt;&lt;tr style="height: 5.65pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Class&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group Proficiencies at 1&lt;sup&gt;st&lt;/sup&gt; level&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Barbarian&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other three&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Bard&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other two&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Cleric&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other two&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Druid&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus spears   or Druid Weapons**&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Fighter*&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other four&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Monk&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other one&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Paladin&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other three&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Ranger&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other three&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Rogue&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus any   other two&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Sorcerer&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons, plus either   spears or crossbows&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 5.35pt;"&gt;   &lt;td width="72" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Wizard&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="264" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Basic Weapons or Crossbows&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;*Add Weapon Group (Any) to the fighter’s list of bonus feats&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;When a character has a Weapon Group Feat he or she is proficient with all weapons listed in that feat.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That group of weapons is called a Weapon Group.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Individual weapon groups however, each have a smaller list, of associated Exotic Weapons.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When a character takes either the Exotic Weapon Group feat, or the Exotic Double Weapon Group Feat, he gains proficiency with all such weapons associated with any weapon groups he currently has proficiency with.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thereafter, whenever the character takes another Weapon Group Feat, he gains proficiency with all associated exotic or Exotic double weapons for that feat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Some Characters may also take additional weapon focused feat, such as Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Epic Weapon Focus, Epic Weapon Specialization, Weapon Supremacy, or similar feats.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whenever that character takes such a feat, he selects one weapon group with which he has proficiency, and the bonuses of said feat apply to all weapons of that group.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As listed under the feat description, whenever he takes said feat an additional time, he or she must select a different weapon group for the bonus to apply to, and he cannot select the same weapon group twice for any of the previously listed feats.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Creating News Weapon Groups&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;As you design a campaign or character, you may want to create new weapon groups based on different themes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Possible themes include cultural, racial, or other campaign-world specific ideas.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For example, you may want too create a new weapon group proficiency feat called Weapon Group (Mountain Orks) that is only available to Orks of a specific kind or from a specific geographical area of the campaign.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Because these orks are well known for there use of heavy steel weapons in one hand, this feat grants proficiency with the battleaxe, longsword, warhammer, and Morningstar, making it easier for these Orks to learn there races preferred fighting technique.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;When creating a new Weapon Group, you should limit each weapon group to three or fewer simplistic weapons of a rudimentary nature, and one to three weapons of a more complex nature (simple and martial).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Weapon Group Proficiency feats described below may be used as a template for such measurements.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;WEAPON GROUP FEATS:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Following are the Weapon Group proficiency feats available to characters.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They are presented in the normal format for feats.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Axes)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use axe-like weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Hand Axe, Battle Axe, Hafted Axe, Bearded Axe (2-hand), and Throwing Axe (melee).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Basic Weapons)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use the most rudimentary of weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Cudgel, Quarterstaff, Short-Spear, and Dagger.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Bows)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use Bow Weapons&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Short-Bows, Long-Bows.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Chain Weapons)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use flexible and chain-like weapons&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Light Flail, Heavy Flail, Sap, Weighted Chain.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Clubs and maces)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use primitive bludgeoning weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Cudgel, Great-Club, Light Mace, Heavy Mace, Morningstar.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Crossbows)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use the shoulder-braced crossbows.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;light crossbow, heavy crossbow.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Exotic Weapons)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use the exotic weapons associated with the weapon groups you have mastered&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Prerequisite:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Base Attack Bonus +1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When you take this feat, you gain proficiency in the exotic weapons associated with the weapon groups that you already know how to use.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whenever you take a weapon group proficiency feat, you also gain proficiency in the exotic weapons(but not there exotic double weapons) associated with that group.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Axes:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Bearded Axe (1-Hand)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Bows:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Greatbow&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Chain Weapons:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whip&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Crossbows:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Great Crossbow&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Hammers:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Heavy Warhammer (1-hand)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Heavy Blades:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Hand-and-a-half sword (1-hand), Full Blade&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Light Blades:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Long Knife&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Spears and Lances:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Pike&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Thrown Weapons:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Net, Grenade-like weapons&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Fencing Blades)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use the lightweight narrow blades of the duelist.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Rapier, Scimitar, Saber, Smallsword.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Hammers)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use hammer-like weapons&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;light warhammer, heavy warhammer (2-hand), maul.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Heavy Blades)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use the heavier bladed weapons&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally: Longsword, Greatsword, Hand-and-a-Half Sword (2-hand), Falchion.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Light Blades)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use smaller, lighter bladed weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Dagger, Dirk, Shortsword.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Polearms)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use the longer hafted weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Bill, Guisarme, Halberd, Poleaxe, Ranseur.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Spears and Lances)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use hafted thrusting weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Short-Spear, Spear, LongSpear, Boar Spear, Heavy Lance, Tourney Lance.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;Weapon Group (Thrown Weapons)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;You understand how to use lighter throwing weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Benefit:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You make attack rolls with the following weapons normally:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Dagger (thrown only), Throwing axe (thrown only), Bolas, Dart, Javelin.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Normal:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/b&gt;When using a weapon with which you are not proficient you take a -4 penalty on attack rolls.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;br /&gt;&lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:10893</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/10893.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=10893"/>
    <title>Misc.  Combat Stuffage!!!!</title>
    <published>2007-05-03T01:02:43Z</published>
    <updated>2007-05-03T01:02:43Z</updated>
    <category term="combat"/>
    <category term="rules"/>
    <lj:music>Free BIrd My Ass, by Uranus</lj:music>
    <content type="html">&lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;N&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 16pt; font-family: BlackChancery;"&gt;ew Combat Options&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;.&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: BlackChancery;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Below are listed new combat options and revised rules for positioning and situational modifiers in combat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;AIM (Ranged Weapons)&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character using a ranged weapon may choose to aim at an intended target in order to gain a bonus on the ranged attack roll dependant on the amount of time spent aiming.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To perform the Aim action a character must designate a specific target (within range), and spend at least 1 full round action doing nothing but aiming at that target.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The character may spend up to 3 full round actions aiming, gaining a +1 bonus on&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the next ranged attack roll made against the specified target for each round spent aiming.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The attack must be made immediately following the period spent aiming, before moving or taking any other action, or the bonus accrued is lost, and any attack roll made, ranged or otherwise, is unmodified.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While aiming, the character may take no actions, and may not move, or the attempt fails.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The character may not aim while fighting defensively, or using total defense, and must have the ranged weapon to be used in the attack in hand during the rounds spent aiming.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;i style=""&gt;Example:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A human Ranger spots an Ork walking towards him 160 feet away and moving 30 feet a round.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Taking cover in the bushes nearby, he draws his bow and takes Aim at the Ork.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He then spends two full rounds aiming at the Ork, until his target is within 70 feet of him, and within one range increment of his longbow, and then immediately fires.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He gains a +2 bonus on his ranged attack roll for the two rounds spent aiming.&lt;/i&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Offensive Fighting&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character fighting in hand-to-hand combat and wielding a melee weapon may choose to fight aggressively, neglecting defense in favor of his or her attacks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The attacker may subtract -4 from his or her Armour Class to gain a +2&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;bonus on all of his or her attack rolls until his or her next round.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Note that his ability may not be used in conjunction with combat Expertise (defensive fighting).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Charge (revised)&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A charge is a full-round action that allows a character to move up to twice his or her speed and attack during the action.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A character must move before attacking, and must have a clear path of at lest 10 feet to the target.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A charging character may make a single melee attack, with a +2 bonus to attack, and a -2 penalty to AC(that lasts until the start of the character’s next action).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character who is running at full speed can make a desperate charge attack at the end of his or her movement.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Such an attack is made with a -8 penalty to attack, and a -4 penalty to AC, but any damage bonuses apply normally.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This ends the characters action.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:10520</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/10520.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=10520"/>
    <title>ORKS- part three</title>
    <published>2007-04-28T08:37:06Z</published>
    <updated>2007-04-28T08:37:06Z</updated>
    <category term="orks"/>
    <category term="races"/>
    <category term="rules"/>
    <lj:music>digital hum- by me</lj:music>
    <content type="html">&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;&lt;br /&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Greenskin Faith&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Orkish Faith is an essential part of Orkish life; they can and do, literally, live by it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, as important as there passion, there rage and there word, the Orks faith is alone in the Orkish mind as they only essential, that is Divided.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;All Orks know of the past to some extent, and learn as young as on there mothers teat the Fault of all Orks, there Daemon Blood, and there Mother’s Blood.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Through both a power is gained, whether spiritual or temporal, and that power drives the Orks in there ambition and Conquest.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With both however, there is much to be gained, and much to lose.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;The Divide:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Divide is the General concept between the constant forces at war for an Orks soul.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Mother Brings Comfort and peace, and the spiritual strength of times possessed by the greatest of shamans, While the Daemon Blood grants strength and passion, a Great thirst fir battle and carnage, but the risk and price all the same, is the Orks very soul.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Maintaining this balance is the hardest for all Orks in there spiritual lives, for one slip and one can fall down a path of lethargy or carnage, without conscious or compassion.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks maintain this balance, strangely enough through adversity.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Adversity brings chaos, and as creatures of both, Orks thrive in there beliefs.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;War, Famine, Plague or otherwise, to fight brings a solidity of belief, but in times of peace, the decision and urge for chaos brings indecision.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And always, the temptation for power.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Land-Home:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Old in Ork legend, is the belief of Land-Home.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Ork peoples have long been divided, by tribe, by belief, and in a more physical sense, by land.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Despite there immense numbers and quick breeding rate, Orks are scattered across all the great lands, foraging and scratching livings away deep in the mountains, swamps and undeveloped sections found in the borders of all kingdoms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But also, as all Orks believe, things will not always be thus Divided.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Land-home is an Orks belief in there rights, same as those of any other peoples, to have a land to call home, a nation of there homes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It leads them to many conquests, to strive for a land of there own, uncontested.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Horde pillages for this land, destroying human and Elven and dwarven settlements, shattering the lands of others, to steal them and claim them in the name of the belief in the Orkish right of Land-Home.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Obviously, this aggressive belief is the cause of much hatred towards the Orks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With aggressive raids made upon there lands, there territory claimed, after there people have been butchered; the other races have grown greatly unsettled by this continued hostile behavior.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A sad thing for the Ork, that there Principal belief of acquisition, ‘You Keep What You Kill’, is the greatest fault for them ever establishing this Homeland through either peaceful means or as an uncontested territory.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Mother:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Mother is an ancient figure, belief, and influence to the Orkish peoples, so much so that one can tell her influence in as base an arena of the Orkish Tongue.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Word for Mother ‘Mu” is the Origin Lettering for many words such as Nobility ‘Mu-Han’, the World, or as representative, the Earth (Munt), and Sacrifice, of times considered the greatest of all Orkish gestures or gifts made for another (Munda).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Mother refers to the ancient mother of the Orkish race, The Mythical figure simply called ‘Mu-Ga’.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Term however is one of wider meaning than simply historical reference, and has taken form in oath, belief and Reference many times throughout the long Orkish genealogy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mother is a concept of Birth, Silent Strength, and Triumph in adversity, and also, the Guiding light of Orkish destiny.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Mother is also used as a term for Orkish Homelands, called ‘Mu-ra-Den’ or roughly translated “Home of My Mother”.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This term refers to a home fondly regarded and cherished in memory.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It also conveys to fellow Orks, a great sadness of departure and the Pain of orkish existence, in its reference to the Principles of Wartime tradition and the Dilemma of Land-Home.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;In its ancient, Shamanistic origins, the Concept of Mother becomes even more encompassing, as the Mother takes the Form of the whole world, a similar concept of Mother Earth or Gaia.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In this reference, the Mother is the Source of Ork power, as they are strongly attuned with the more bestial and Wyld state of storm and Earth.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Natural Mother in this instance is that of both ancestry and provider, as mother is responsible for the grain, the fruit, and the flesh of beast on which Orkish life is based.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Blood-Curse:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;As all Orks go to war know, the blood-curse is a very real, and very powerful thing.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish blood is hot, both physically and metaphorically, and the sense of Orkish anger is a strong one indeed.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Blood-curse is responsible for this.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Berserker’s are a feared thing, possessed by the spirit of rage and destruction, they roam the world as if it were all a battlefield,&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;broken blades held with a murderers grip, and carving there way through any obstacle.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Butchery becomes second nature to them and they cut down all whom obstruct there paths be they friend or foe in there unquenchable thirst for carnage and slaughter.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Militant as they are, even Orks fear them greatly, and just so, they fear them for more than the frightening strength that seems to be carried with that mantle.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks fear the Berserker, because in the eyes they see themselves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Daemon blood, though long dilute and far from the origins of the modern Ork, has left its mark on the race.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There anger, once stirred is not easily vanquished, and there might, when possessed by the fury, is unquestioned.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks are constantly hounded by this mad rage, and there lives become a never-ending battle of keeping the fury at bay.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While the power of such a rage is surely both tempting and impressive, the loss of self, the loss of family and friend, and the loss of decision or control, is far too heavy a price.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Those consumed by the Blood-Curse see none as friend, all are only enemy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They would carve there way through a 100 human knights or 50 Ork children and never know the difference, though some green-skinned victim might even be there own blood, there own seed.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They would rend the flesh of wife, mother, brother or father in there rage, and never know the sorrow of loss.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To an Ork, to whom tribe is everything, and family greater still, this thought is aberrant, foul, and feared.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Ork’s fight this rage stoically and for there entire lives, vying for control of there own hands at the daemonic rage never far from there thoughts.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Broken Dream:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;TO the Orkish peoples, the Broken Dream is an all too familiar concept.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This series of verses, the most famous in Orkish history, originally presented itself as the poetic works of a great Ork shaman, named Fallah’Kan.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The verse, which is told in many forms and melodies but always of the same words in length and meaning, describes the Orkish condition, of Passion and wisdom, Mother and daemon.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whom the original scribe really was is long since lost in history, though many have claimed knowledge of such, and many tribes across the globe would swear by there very lives that the shaman was of there own blood.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Some rumors persist that it was actually Fallah’Den, a notorious shaman of the Gribble-Gat tribe long since decimated for there constant raids against the peoples of central Drak’Tur out of the Sky-Stone mountains.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Others claim it was the shaman of Grim-tooth’s tribe, Farsh’Kan, whom composed the work, but none are sure.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Verse is long and complicated, but nearly every Ork tribe knows of it, and many non-Orks, both commoners, and nobles, have heard and mourned the fate of its subjects.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In the song, the telling is a tragic one, of the great divide of the Ork soul, and the how the avatar of the Ork people has abandoned them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It goes on to tell of the fate of those of each path, of either shattered dreams or lonely loved ones.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Contained within the song are many subtle references, to great mythic heroes, and there falls, all due to this tragedy of birth and blood, and of the fates of Orks future and current, all victims of the blood-curse.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Over the years, this simple and beautiful song has become more than a mere work of art or poetry.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Ork peoples have felt the truth in it, the tragedy of there lives, and the similar tragedy that awaits them in the after-life, a constant war between the chaos and compassion in there hearts.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The song is held in the greatest reverence, used often as both blessing and curse, and has been incorporated into everyday orkish rites and ceremonies including marriage, birth and planting.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The initiation of young warriors is always marked on occasion with this song, as well as the funerals of great males, fallen victim to enemy sword or loss of laughter.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As its power spreads across the culture of those disconnected, so too does its true power, that of memory, one of the Ork race’s greatest faults.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Too often do they allow themselves to forget the struggle, to abandon the road of conflict and choose a side.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The song has empowered them over the years to fight every inch of their lives for the freedom they one day hope too achieve, not only from the shackles the world has placed upon them, but also the freedom from hate and sorrow that has so plagued them all there lives.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Daemon:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;While an accursed thing, the daemon does exist in the heart of all Ork, and many falter and fall to its call.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whether they be the bound, the berserker, or the Vile whom have sold there very families to the hungry dark, they all serve the daemons of the great Below.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;As such, many demonic spirits and entities pay special attention to the Orkish race.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Those of spiritual prowess have reported many sightings in long-term orkish settlement and tribal grounds, from spirits of rage and anger to those of deception, trickery, murder, and greed.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The ambitions of the Orks become tenfold with these daemonic interlopers present and they yearn for the chance to enter the hearts of the Orks and drive them into the rages they know possible.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Should an Ork fall and succumb too temptation, all too quickly he will find those willing to barter for his soul and grant him powers at substantial, or at least seeming, compensation.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;For Orks of magical talent, this becomes an even greater temptation, as the spirits whisper and flirt with the poor soul, driving them often quite insane with promises of glory and power.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;One of the first lessons young potential shaman are taught is the secret to locking away these voices and becoming immune too the temptations of the daemonic entities so attuned to the orkish dilemma.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Bound:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;When an Ork warrior, falls to the daemon blood, seeking blood more than faith, yearning for the conflict of war more than the comfort of home, they fall and become the Bound, notorious Orks warriors of grim resolves and wild fury.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While they cannot match the berserkers for raw strength, the daemons take care of there own, and the soul sold in payment is one of great delight to the warrior’s now infernal masters.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;With the selling of oneself comes power, and the bound express it freely in the world, becomes evil and twisted beings of heartlessness and cruelty, pillaging the land as they go.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The bound have accounted for some of the most vicious of the Ork tribes, and some of the greatest blood-soaked battlefields the world has every known.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As the Ork warriors grow in strength, his powers increase, summoning demonic allies, empower him with the strength of the vile below, and turning aside his enemy’s arrows with blackened daemon skins.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As the Ork warriors grow in power, so to do they change, becoming more and more like there masters, marking the occasion once, when finally they ascend (at least as they see it) and become one of the great daemon Orks, known as the Vile.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Living servants of hell, walking the earth, the bound incite the horde and pillage the world about them in the name of there masters.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When an Ork turns to the daemon, he of times takes his tribe with him, most commonly so if he is a great warrior among his people, or even war-chief.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As the tribe falls to the daemonic influence, breeding becomes supply or fresh warriors, and the concepts of slavery and torture, normally seen as dishonorable by Ork warriors become commonplace.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The tribe expands its borders, conquering local tribes, as some collapse under there weight and fall in line, and others are decimated, the survivors forced into servitude.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The tribe grows and grows, becoming too large to avoid it any longer, and the daemonic horde forms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Such is the way of the worst moments in orkish history, and the reason for so much of there great tragedy. The blood of daemons.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orkish Life&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Leisure:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;While many view the more civilized Orks as lazy or slothful (and indeed many become such), an Ork in the wyld is a vibrant and passionate creature, full of life and joy and life’s many leisure’s.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;All Orks are well known to enjoy a hearty meal and a strong drink, but too most Orks, these are merely the in betweens for the true tests of joy.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Ork men of many tribes all across the world enjoy numerous sports and physical competitions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish traditions of wrestling, throwing sports, as well as combat rites and tests of mettle of all varieties are common and enjoyable things.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They often engage in square –foot wrestling, a game where the two participants square there feet, front foot toughing, and using locked arms test the others weight control and upper body strength.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Another popular sport of leisure is Galla, played with thick sticks and animal skulls.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Two teams of between 5 and 10 Orks line a field anywhere from 100 feet to half a mile long, with tables at either end.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The animal skulls are carried only on the sticks and the object is too carry one of 5 progressively bigger animals skulls across the field uninterrupted and undamaged to your opposing teams table and smash it upon the surface.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The team with the larger pile loses.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Beyond simply these sports, rhyme and rhythms are popular, the Orkish arts of Drum, and Singing bowl, comb and ciuca.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Music is a great focus of many celebrations and event in Orkish society.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is a common accompaniment to festivals of Harvest, leadership, war, birth, funerals, and planting seasons.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Music is also a rather everyday occurrence, and has become central in announcements and triumphs, from the hunt, to a fine crafting, to the orkish matrons birthing techniques.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Heavy chanted rhythms and subtle whispered beats create an overlay to the orkish tongue, and are used as a more subtle manner of conveying dedication and pride.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Leisure time for Ork woman of the tribe is a rare thing, and when acquired they rarely spend it doing what amounts to more physical labor.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish woman, passionate beings as they are, spend most of there spare time tending the animals, speaking with friends and acquaintances and dealing with subject of the tribe outside those of the shaman or war chief.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Crafts, as well, are keenly focused upon, and woman of orkish tribes have developed into very talented wood-carvers, potters, weavers, skinners, butchers, and herder in the world.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Arts &amp;amp; Crafts:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orkish crafts are chiefly frowned upon in many sections of the world, seen as either barbaric creations or that so savage a race could not comprehend the subtleties of any true art.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Most of such opinions would be dead wrong, as Orkish craftsmen are actually quite skilled, since craftsmanship is the only real pursuit of Orkish men either incapable of hunt or war-time pursuits, or simply too old or frail.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While Ork men are of a vast majority fighters and frontiersmen, many when not on the war-path take to there forge or saw, crafting beautiful and detailed works on surfaces such as iron, brass, tin, steel, granite, wood, and glass.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Among the modern day smith, the value of the temper of steel is descending, as the intelligence of design becomes more and more celebrated.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish weapons, while often of a more crude and basic design, bordering of times on down-right primitive, are fashioned with a care and intensity that is only matched among the greater of Elven and dwarven-craft items.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Tempered steel, blackened and engraved with dedications and praises is the form of the common orkish sword, and rare is the day when an Ork warrior is sent into battle with a damaged weapon.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There spears are intense works of engraving upon thick ash and poplar, detailed iron interlays of brass embossing presenting with wickedly curving and forked blades, as well as an edge detail quite unique to some of the deeper mountain tribes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As is understandable for a race so strong of arm, Orkish weapons do tend to be thicker and heavier than regular swords, definitely favoring durability and life of use over deceptive angles and trick segments.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Especially along the south eastern coast of the Bastille and Locke lands Orkish weapons are seen as a sign of barbarity, yet among the nobles of the north they are often seen as testaments of strength and temperance, sought after for war-time and even sometimes supplied to a nobles guard.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Beyond the simple art of metal working, Orkish armour is where the opinion of there crafts truly come from.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish armours are a simple thing, barely armour in many instances, as metal, so rare in the highlands, is used almost entirely for the arms there warriors carry.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Furs and hides make up the majority of such protective items, trailing into thick hempen jerkins and skirts, sometimes layered with lamellar plates of tin, or in rare instances copper.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Still, the armour smiths are no less dedicated than the weapon smiths, and this art too has expanded over the years.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Layered hides, shaved or braided, pressed and wetted too glue and pressed against the knitted plates, forming a great protective barrier.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish armour is one of the few in the world that protects equally well against hammer and arrow, and is valued greatly by those who find themselves fighting against the less civilized peoples or creatures of the world for such.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Technology &amp;amp; Magic:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;While the Orks are primitive in many ways, they have also advanced technologically in others, sometimes in compensation, sometimes simply as an independent society.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish knowledge of metallurgy and smithing is actually quite modern, as well as the processes of smelting and casting metals both precious and functional.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There war-time dedication has led them to perfecting the crafts of steel and iron and silvers, as well as copper and tin in a less functional and more decorative manner.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Similarly functional, orkish pottery is also a sturdy and beautiful thing, often engraved or shaped in a pleasing manner, as well as using pure material and the potters wheel has been tuned and honed into a fine instrument.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Similarly, the production of wood-crafts and carpentry is very modern, including supports, as well as engravings, tall columns and combined with masonry and brick-laying.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;As a polar however, there are many areas of the modern world which are still greatly wondrous to the orkish peoples, such as optics, and weaving.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish clothe is still a strongly rough craft, and the loom a mere dream of invention.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks primarily don animal skins and rough shift of knitted cotton linen or hemp, and rarely have the patience for any items larger than a simple shirt of robe.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As such, decorative works are hardly even dreamed of let alone the more mundane like blankets or bedding, and most Orks still sleep in there furs and straw mattresses&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;As hunters and gatherers as well as primitive farmers, orkish food production is by and large limited.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There cold mountain homes allow for little true farming, but where decent soil can be found so too will Orks be, planting and harvest as those of lower climates due.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The difference of elevation greatly changes what items are available or viable, yet orkish dietary habits have adjusted accordingly, and the heavy populations of mountain dwelling animals have always aided in such.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orks at War:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orks at war often set a strange but effective example for other warriors of the world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The individual Orks vary immensely, but with the bravery of such an army on the rampage, a howling tide of insanely strong Orks becomes only one of many problems for there enemies.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orkish hordes maintain the whole as best they can, only breaking camp and separating when the need is great, or there are enemies too pursue not worth moving the greater whole.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The line organization is often run strictly by tribe, with the unassociated often making up reserves or supply positions, the ranks of greater glory belonging to the subservient war-chiefs whom follow the greater chief whom leads the horde.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Rank of position is measured through skill and strength, the greatest warriors commanding there lesser, and those commanding those of little or no experience such as the young-bloods.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While this organization has many flaws, in that the wisest and most suited for command is not necessarily in command, the most experienced warriors do lead, and it makes the commanders the most likely to set an example of savagery and courage on the battlefield.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Conversely however, when a group of Orks watch there leader fall, there courage does buckle, and never more so than with the horde, has the phrase ‘&lt;i style=""&gt;cut off the head and the rest will follow&lt;/i&gt;’ been true.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;As Orkish passion applies to so much in there everyday lives, even more so does it apply to war.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The key to some of the most successful orkish campaigns has been momentum and speed of assault.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While many of the more civilized races prefer to rest and consolidate there power after any major battle whether victory or defeat, the Orks prefer to match blades with there enemies yet again.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish hordes strike like lightning from thee mountain homes, traveling at pace across a scope of land, demolishing all within their path, and when confronted with a sizable enough threat, they have been known to break march at the dead of night to battle there foes, not waiting for talks, preparations or rest.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While some might view this behavior as rash or improper, to the Ork mind it is the greatest victory, the constant, relentless and emotional urge to smite ones enemies, and drive them before you for all time.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;During the times of the Red Dawn, it is said that within a mere three weeks, Grim-tooth’s warriors strode across the breadth of Kesh, slaughtering all they found and within another fortnight they entire country had surrendered.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Garment and Dress:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The dress of any peoples whether divided by race or culture can most commonly be measured in access and production of textiles and skins, and viewed in a gender based light.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orkish men, mostly warriors in their youth with the few odd craftsman, shamans, or laborers depending on quality, strength, and endurance, as well as skill (a skilled smith, however talented a warrior rarely is allowed to serve on the front lines, so valuable is he) , dress in very simple matters, primarily focused towards protection.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Protection is of course measured against the two greatest threats to the Ork, those of enemies and those of the cold mountains where they most often make there homes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While Grey Orks dress almost exclusively in skins of fallen foes, made into simple or crude loincloths, throws or toga, this is mostly due to there independent natures and how they shun society and all of its trappings.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Conversely, the Wood Orks dress as fancy as they can find, there wardrobes primarily those of fallen enemies and stolen merchandise, a civilization of raiders and thieves, based around other communities as parasites and allowing this dependence to control the availability of products of any specific kind.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Orks are of the greatest variety however, with armour being the chief concern.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Armour is more often than not stitched and studded animal hides, thicker being better and often layered over areas of the body requiring greater protection such as the chest, back waist, groin and legs.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Orks also tend towards heavy bearskin wraps or vests, as well as thick heavy fur boots and gloves, and if the Ork is a talented enough hunter, perhaps even a coat or cloak.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Underneath his armour, should he wear anything at all, it will likely be that of a rough spun tunic or trousers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Rope suffices, often combined with metal bands of the less precious and more mundane varieties as fastener’s or straps, and orkish clothing of this variety is either buckled, tied, or stapled together, allowing for both speed and durability of craft.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orkish woman, while of similar habits too orkish men value protection less and freedom of movement and comfort to a much greater extent.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Hides a re rarely layered, except around the shoulders and feet, to warding of the cold and snow and rain.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish women, similar to woman the world over, tend towards longer skirts and larger shirts, possibly snug about the mid-riff, as well as simple woven straw hats or rain cloak.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orkish jewelry, while rare is not unheard of, and is made up of chain links, beads and feathers, as well as bone, stones, or occasional precious stones as valuable as pearl or amethyst.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Food and Drink:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;An Orks mountain home offers little variety and less stability in diet and consumption, but through a combination of agriculture, hunting, gathering and trading, the Orks manage too maintain themselves.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Bread is greatly valued and rather rare, as the field required for such grains are few and far between, and mostly dedicated to the production of hops, barley, or wheat for the production of alcohol.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Potatoes, carrots, cabbage and radishes make up a large portion of the orkish vegetables, as well as many wild mountain vegetables or fungus that grow in patches at reliable location, and can be gather with regularity.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The truth though, is that the Ork subsists primarily on the flesh of animals, and meat is the staple food of orkish society.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While a human city may fall too ruin should the grain supply run out, should the hunters fail in their pursuits, and meat become scarce, only then will the true tension be felt in an orkish settlement.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Pig, lamb, goat, beef, horse, dog, lion, fowl, fish and all other varieties of creatures are used to make up the orkish diet, and the Orks waste not a sliver of the previous flesh, making many types of blood sausages, and stuffed vegetables and grain bladder’s from the many parts of an animal.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Marrow is often used by Orks as a component to many dishes, and the broken bones are also greatly helpful in the crafting of tools and instruments for other use.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While meat is so very important to Orkish life, few Ork tribes have had much success or talent as herders.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The capital required for such large purchases of animal flesh in the modern world is breathtaking to the Ork, and unless they would be willing t barter away every scrap of steel in there villages, they would never be able to afford the cost of a sizable enough herd.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That of course, they would never do, there pride as warriors too important, so instead many Orks have resorted to stealing cattle or pig when game is scarce, and often Ork tribes roast horse flesh of a passing courier or knight when the hunters return empty handed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;br /&gt;&lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:10480</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/10480.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=10480"/>
    <title>Called Shots: YAY!</title>
    <published>2007-04-23T20:13:11Z</published>
    <updated>2007-04-23T20:13:11Z</updated>
    <category term="attacks"/>
    <category term="conditions"/>
    <category term="damage"/>
    <category term="combat"/>
    <category term="rules"/>
    <lj:music>Ode to the Pirates!- Lysander Mark</lj:music>
    <content type="html">&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;&amp;nbsp;&amp;nbsp;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;C&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 16pt; font-family: BlackChancery;"&gt;alled Shots&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;An attacking character may opt to suffer a penalty to hit in exchange for a Called Shot that provides some special advantage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For example, a called shot may ignore armour (by attacking some small, unarmoured spot) or to strike a vital point, inflicting greater than normal damage results.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Players must specify a called shot before rolling dice.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Called Shot – Basic&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;An attacking character may attack a specific point (the head, the hand, the right leg, etc.) by taking a -4 penalty.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If the target is exceptionally small (an eye, for example), the GM may increase the penalty to -6, or use the Called Shot to Vital Spot rule (below).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Success means the attacker has struck the spot as intended.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Normally this results in a beneficial effect for the attacker, such as knocking a flask out of the character’s hand, or striking an unarmoured limb or area.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;i style=""&gt;Example:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;a Orkish Warmain is attacking a &lt;/i&gt;&lt;/span&gt;&lt;st1:place&gt;&lt;st1:placename&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;Human&lt;/span&gt;&lt;/i&gt;&lt;/st1:placename&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt; &lt;/span&gt;&lt;/i&gt;&lt;st1:placetype&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;City&lt;/span&gt;&lt;/i&gt;&lt;/st1:placetype&gt;&lt;/st1:place&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt; Guard, whose wearing chain mail, but has no helm.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Ork suffers a -4 penalty on the attack roll, and aims at the Guards head.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Note that this is not the same as a Called Shot to Vital Spot, that would increase the damage on a successful attack roll,&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Ork could do both, and stack the penalties (-4 for called shot, -6 for Called Shot to Vital Spot) for a total penalty of -10 on the attack.&lt;/span&gt;&lt;/i&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Called Shot to Weak Point&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Armour does not completely protect its wearer, though it does provide some measure of protection.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;By making a called shot, an attacker may choose to strike at areas left somewhat vulnerable, despite his or her target’s armour.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Attack check suffers a penalty equal to an integer of the Combined Damage Reduction and Armour Class Bonus granted by the armour(Ex. Chain-Mail grants AC bonus of +5, and DR of 4/B or P so the integer is a 9), but if the attack is successful, the target’s armour provides no Damage Reduction.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Note:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;if a target is wearing piecemeal armour, or wearing armour that leaves a significant portion of his or her body unarmoured (such as simply wearing a breastplate and helm, or wearing Chain-Mail with no helm), the attacker may choose to make a Base Called Shot instead.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;i style=""&gt;Example:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The City guard responds to the Orks attack by attempting to strike in the gaps of the Ork’s Breastplate armour, at the joint under the Warmain’s Shoulder Joint.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a Called Shot to Weak Point.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Breastplate armour normally provides an AC bonus of +5, and Damage Reduction of 4/Bludgeoning, so the Combined integer is 9, meaning the City guard suffers a -9 on his attack roll.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If the Guards attack succeeds, the Orks armour provides no Damage reduction against the attack damage.&lt;/i&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Called Shot to Vital Spot&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character attacking a living being can specify that he or she is attacking for a Vital Spot (heart, groin, spine, etc.) rather than simply taking any opening available.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He or she suffers a -6 attack penalty on the attack roll, but, if successful the weapon used inflicts 100% damage (bonuses are calculated as normal).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, a Target’s Shock Value (See above) is reduced by 2 against all successful vital shots.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Note that unless the called shot also is to a Weak Spot (see above), suffering from a further penalty, armour Damage Reduction still applies.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Alternatively, a Character may make a Called shot to a Critical Spot in the same manner as to a Vital Spot.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He or she suffers a -10 attack penalty on the attack roll, but, if successful the weapon inflicts 200% damage( base weapon damage highest roll, times 2), with the weapon damage bonuses being calculated normally.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, a target’s shock value (see above) is reduced by 3 against all successful Critical shots.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Note that unless the called shot also is to a Weak Spot (see above), suffering from a further penalty, armour Damage Reduction still applies.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Note:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Characters or creatures immune to critical hits are also immune to Called Shots affecting Vital or Critical Spots.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Such attacks made against these creatures or characters result in regular weapon damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additional Note:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When performing a Called Shot to Vital or Critical Spot, and a Critical Threat is rolled, the attack still automatically hits, but the called shot must be calculated normally, and separately to determine success.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So, if the attack successfully criticals, it still hits, but if it does not successfully hit&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;with the penalties to perform the called shot, it is as per normal with a critical hit.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Should both succeed, the attack bonuses stack (100% weapon damage multiplied by the Critical multiplier for Vital Spots, or 100% weapon damage multiplied by the Critical Multiplier +1 for Critical spots since two doublings equals a tripling for critical hits).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;i style=""&gt;Example: The Ork decides to attempt to bring down the city guard with a single, well-placed attack, and attempts to make a Called Shot to a Vital spot.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With a Strength of 16, and using a battleaxe, the Ork takes a -6 penalty on the attack roll.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If successful, the Ork would inflict 100% of the weapons damage die (1D8) plus the Orks relevant strength bonus.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The weapon is being wielded in two hands, so the resulting damage is 12 points (8 from 1D8, + 3 +1 from the two handed wielding).&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Having survived the attack, the guard retaliates in kind, by attempting a Called Shot to a Critical Point.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wielding a Bastard (hand-and-a-half) sword one-handed and with a Strength of 13 and weapon specialization, the guard makes an attack roll with a -10 penalty.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If successful, he deals damage equal to 200% weapon damage (1D10) plus all regular bonuses.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So when successful the guards deals a whopping 23 points of damage (10 from 1D10 times 2 for 20, +1 Strength, +2 Weapon Spec.)&lt;/span&gt;&lt;/i&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Called Shot to Threaten Vital&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character attacking a Vulnerable (see below) can specify that he or she is attacking to Threaten a Vital spot (Heart, spine, throat, Groin, etc.) rather than actually attacking an opponent, or taking any opening available.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He or she suffers a -6 attack penalty on the attack roll, but, if successful properly places his or her weapon at the proper place to threaten damage to said target.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The attacking character may then hold the weapon there, delaying the attack as a special Initiative action, to discern what the target’s reaction may be.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This attack may only be made against an opponent suffering from the Vulnerable Condition, and if the target either becomes no longer vulnerable before the attack is made, or the target makes a special Avoidance Reflex Saving Throw (Base Reflex Save Bonus + Dexterity Modifier + Misc. Modifiers + Base Defense Bonus if applicable), the attack is wasted.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;On any action taken by the target, the attacker may then perform the attack, inflicting 2 times Weapon Damage (as multiplied by a critical hit).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;N&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 16pt; font-family: BlackChancery;"&gt;ew Conditions&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;.&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Below are listed new conditions which are applied to the character of subject in the situations listed in the condition summaries or relevant rules section.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Vulnerable&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Vulnerable condition is a special temporary condition, applied to the subject in many situations.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The condition itself has no listed effects or penalties, but does allow certain actions or effects allowed against the subject during the duration of the condition.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For example, a character may only be targeted with a Called Shot to Threaten Vital while under the effect of the Vulnerable Condition.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The situations under which the character suffers from the Vulnerable condition are as follows:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Denied Defense Bonus to AC:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In any condition, where the character is denied there Class Base Defense Bonus to AC, the Character is also Vulnerable.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Under these circumstances, the character may be suffering from multiple conditions that cause the character to become Vulnerable.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In these situations, the effect is redundant, and does not worsen matters.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Flat-Footed:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;When the character is Flat-Footed and denied his Dexterity bonus to AC, such as before initiative is rolled in a surprise round, or when the character is surprised by a feint in combat, the character suffers from the Vulnerable condition.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Helpless:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;When the character is Helpless for any reason, such as being pinned in a grapple, or restrained, he or she also suffers from the Vulnerable condition.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Knocked Prone:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;When a character is knocked prone, the brief moment of impact and shock causes the character to become vulnerable for a short period of time.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In a round in which a character is Knocked Prone by a Trip attack, a Knockdown Attack, or a failed overrun attempt resulting in collision, the character suffers from the Vulnerable condition.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;On subsequent rounds (or when the character stands up) the Vulnerable condition is removed, even if the character remains prone.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If the character remains prone, the shock of the fall has passed, and while still easier to hit&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;with melee attacks, is not in fact Vulnerable as to a lack of ability to defend, merely a lack of full competence.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Vulnerable effect ends as soon as the character stands up from prone, even if such should happen as a quick or immediate action.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Paralyzed:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;When the character is Paralyzed for any reason, such as from a spell effect, special attack, or suffering from a disease or poison with such as a listed effect, he or she also suffers from the Vulnerable condition.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Stunned:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;When the character is Stunned, such as from a Stunning Attack, or when he or she fails a Fortitude save against an attack that exceeded his r her Shock Value (SV), the character suffers from the Vulnerable condition.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:10011</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/10011.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=10011"/>
    <title>Nonlethal Damage Rules</title>
    <published>2007-04-23T16:49:37Z</published>
    <updated>2007-04-23T16:49:37Z</updated>
    <category term="damage"/>
    <category term="combat"/>
    <category term="rules"/>
    <lj:music>Seven Deadly Sins-Floggin mol</lj:music>
    <content type="html">&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;Type your cut contents here.&lt;br /&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 16pt; font-family: BlackChancery;"&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 20pt; font-family: BlackChancery;"&gt;N&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 16pt; font-family: BlackChancery;"&gt;on-Lethal Damage&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Certain attacks deal non-lethal or sub-dual damage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Other effects, such as heat, or being exhausted also deal non-lethal damage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When a character takes non-lethal damage, keep a running total of how much he or she has accumulated separate from the character’s current Hit Points.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is not ‘Real’ damage (see Recovery below).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Instead, when a character’s nonlethal damage equals or exceeds his or her current Hit Points, the character falls unconscious. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;It doesn’t matter whether the nonlethal damage equals or exceeds the character’s Hit Points because the nonlethal damage has gone up, or because the character’s current Hit Points have gone down.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The result is the same either way.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Cold&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Cold and exposure deal nonlethal damage to the victim.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again, except through magical healing means that target such conditions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Once the character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begin to deal lethal damage at the same rate.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;And unprotected character in cold weather (below 40˚F/4˚C) must make a Fortitude Saving Throw each hour (DC 15, +1 per previous check) or sustain 1D6 points of nonlethal damage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A character who has the Survival Skill may receive a bonus to this Saving Throw and be able to apply this bonus to other characters as well.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;In conditions of extreme cold or exposure (below 0˚F/-18˚C) an unprotected character must make a Fortitude Saving Throw once every 10 minutes (DC 15, +1 per previous check), taking 1D6 nonlethal damage on each failed save.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A character who has the Survival skill may receive a bonus to this Saving Throw and be able to apply this bonus to other characters as well.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A character wearing winter clothing only need check once per hour for cold and exposure damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character who sustains any damage from cold or exposure suffers from frostbite, or hypothermia and is fatigued.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These penalties end when the character recovers the nonlethal he or she took from the cold or exposure.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Heat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Heat deals nonlethal damage that cannot be recovered until the character cools off, except through magical healing means that target such conditions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Once rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begin to deal lethal damage at the same rate.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character who sustains any nonlethal damage from heat exposure suffers from heatstroke and is fatigued.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These penalties end when the character recovers the nonlethal damage he or she took from the heat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character in very hot conditions (above 90˚F/32˚C) must make a Fortitude Saving Throw each hour (DC 15, +1 per previous check) or sustain 1D4 points of nonlethal damage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Character’s wearing heavy clothing or armour of any sort have a -4 penalty on there saves.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Character who has the Survival Skill may receive a bonus to this Saving Throw, and be able to apply this bonus to other character’s as well.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Characters reduced to unconsciousness begin taking lethal damage (1D4 points per hour).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character in severe heat (above 110˚F/43˚C), must make a Fortitude Saving Throw once every 10 minutes (DC 15, +1 per previous check) or sustain 1D4 points of nonlethal damage. &lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;Character’s wearing heavy clothing or armour of any sort have a -4 penalty on there saves.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Character who has the Survival Skill may receive a bonus to this Saving Throw, and be able to apply this bonus to other character’s as well.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Characters reduced to unconsciousness begin taking lethal damage (1D4 points per 10 minute period).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Extreme heat (air temperature over 140˚F/60˚C, fire, boiling water, lava) deals lethal damage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Breathing air in these temperatures deals 1D6 points of damage per minute (no save).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check), as above.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Boiling water deals 1D6 points of scalding damage unless the character is fully immersed, in which case it deals 10D6 points of damage per round of exposure.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Starvation and Thirst&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;In normal climates, character’s need at least a gallon of fluids and about a pound of decent food per day to avoid starvation.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In very hot climates, character’s need at least two or three times as much fluid to avoid dehydration.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character can go without water for 1 day plus a number of hours equal to his or her Constitution score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;After this time, the character must make a Constitution check each hour (DC 10, +1 per previous check) or sustain 1D6 points of nonlethal damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A character can go without food for 3 days, in growing discomfort.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;After this time, the character must make a Constitution check each day (DC 10, +1 per previous check) or take 1D6 points of nonlethal damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Characters who have taken damage from lack of food or water are fatigued.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Nonlethal damage from thirst or starvation cannot b e recovered until the character gets food or water as needed, or is supplemented in some other way that provides similar benefit.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Characters rendered unconscious by nonlethal damage from lack of food or water, begin taking lethal damage at the same rate.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Water&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Any character can wade in calm water that isn’t over his or her head, no check required.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Swimming in calm water only requires Skill checks with a DC of 10.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;trained swimmers can just take 10.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Fast moving water is much more dangerous.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;On a successful swim or Strength check(DC 15), it deals 1D3 points of nonlethal damage per round (1D6 points of lethal damage if flowing over rocks or cascades).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;On a failed check, the character must make another check that round to avoid going under.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If the character goes under, he or she is drowning.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Very deep water is not only often pitch black, but worse, it deals water pressure damage of 1D6 points per minute per every 100 feet the character is below the surface.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A successful Fortitude Saving Throw (DC 15, +1 for each previous check) means the diver takes no damage in that minute.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Very cold water deals 1D6 points of nonlethal damage from hypothermia per minute of exposure.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:9910</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/9910.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=9910"/>
    <title>Orks, Part II</title>
    <published>2007-04-21T11:14:59Z</published>
    <updated>2007-04-21T11:14:59Z</updated>
    <category term="ork"/>
    <category term="races"/>
    <category term="rules"/>
    <lj:music>Under pressure-you know who</lj:music>
    <content type="html">&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;Type your cut contents here.&lt;br /&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orkish Physiology&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Orks are a race of toughened humanoids, usually approximating a mans height.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The three sub-races of Ork, the Grey Ork, the Wood Ork and the traditional Mountain Ork or ‘Green-skin’, do vary substantially but they have in common many physical traits.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orks, while as tall as your average man, are heavier in many areas and ways.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They are a stouter creature with large, wide shoulders.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There backs slope slightly forward at the base of the shoulder blades, leading many to see them as shorter then men, but the stockier frame gives them a very real and very large presence.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks possess thick and powerful arms, there fingertips often reaching as low as the knees in many instances, especially prevalent among The Gray Ork.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Orks legs however, are shorter.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While wide at the hips, they tend to be narrow around the midriff, with more depth with age then actually width.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There legs are thick and solid, with large and widened, heavy feet.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There knees and calves are enlarged when compared to a mans, and often as wide at the base, with a solidly built ankle, including more than 3 extra tendons traveling down to the foot.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Orkish body possesses hardened thick skin, with a rough almost leathery quality.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They withstand the cold of there natural mountain homes much better than most, even dwarves who hide in the rock from the stiff climates, while Ork brave the Wild wind and heavy Snowfall.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks also tend towards heavily set forearms, and large broad hands with thick callused fingers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Orks head however, is the most distinguishing difference, beyond the color of his skin from a mans.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks tend towards thick and wavy black, red, or grey hair, even in the young.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There jaw is protruding with a heavy set and square line to it, thicker than a mans and with to prominent tusks reaching up to the upper lip.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There teeth are thicker and more solid, with darker gums, often close to black with reddened circles about the teeth themselves.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As has earned them many a nickname, they have rather flat noses, with wider nostrils and a high upturned point.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There eyes range from red to black to yellow, deeply set behind a forward brow that slopes backward into a high hair line, often kept long and shaggy, or ornamented in some tribal manner.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;The Grey Ork:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Often claiming to be the ‘True’ Ork, the Grey Ork is a strange creature.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The are very tall, even for there kind; usually between 6 and 7 feet, some stretching even further; and built almost nearly as broad.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They have over-long arms, thick and the shoulder and forearms with coarse hairs, and an over-large head, almost universally bristling with a thick grey mane of hair, spreading down the length of the neck.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There deep set eyes are beady and yellowed, and there mouths surrounded by a thick set of tusk almost half a foot long, often sharpened or banded with iron rings.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Like there name, the Grey Orks are grey skinned, a deep grey close to granite, there fondest cousin it would seem, and they oft resemble the stone in shear weight and rigidity.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Similar to most Orks, there frame is a sturdy one, with heavy set shoulders and stout unshakable legs, thicker around the midsection than some creatures of greater height.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Even more unusual however, is there stubborn persistence, as Grey Orks don’t often reach maturity before the age of 25, and can live anywhere from 100 to 200 years long.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Grey Ork Racial Traits:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;ul type="square" style="margin-top: 0in;"&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;+4 Strength, +2 Constitution,      -2 Intelligence, -2 Wisdom, -2 Charisma.&lt;span style=""&gt;&amp;nbsp;      &lt;/span&gt;Grey Orks are impressively strong and stubborn, but lack much of      the culture and education of the more advanced races.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Medium:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;as Medium creatures, Orks have no      specific bonuses or Penalties due to there size.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Ork Base Land Speed is 30      ft.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, Because of there stout      and strong frames, Grey Orks can move at this speed even when wearing      medium or Heavy armour, or when carrying a Medium or Heavy Load (unlike      other creatures whose speed is reduced in such situations).&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Dark-Vision:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Grey Orks can see in the Dark up to 60      feet.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Dark-Vision is black and      white only, but is otherwise like normal vision, and Grey Orks can function      normally in no light at all.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Wyld Child:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Because of there sole nature and self      dependence, Grey Orks gain a +2 racial bonus on all Climb and Survival      skill checks.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Vicious World:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Grey Orks are no strangers to life’s      many woes and hurts, and have toughened over the years against Starvation      and Thirst.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They gain a +2 racial      bonus on all Saving Throws against Starvation and Dehydration.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Social Stigma:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Ork’s are a hated peoples across the      world by many whom they have injured in the past, and this has left its mark      on the Ork.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks take a -4 penalty      to all Charisma Checks, and Charisma related Skill Checks.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Wandering Loner:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the Grey Ork is an independent creature,      often to a fault for there immense pride, and distrust of others.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They automatically start with 2 alignment      points invested in Chaos.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Weak Mind:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Grey Orks have fractured, and      undisciplined minds, even by the standards of there own kind, and are very      prone to suggestion and manipulation.&lt;span style=""&gt;&amp;nbsp;      &lt;/span&gt;Grey Orks take a -3 Racial Penalty on all Saves to resist      Mind-Affecting Spells or Spell-Like Abilities.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Unsocial, Illiterate:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Grey Orks, more than any other race,      disdain language and the many vagaries and complexities of its art.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There separation from the modern world      has become so great in fact that they have, as a group, lost the art of      word and letter.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;All Language      Skills cost Twice as much for a Grey Ork as for any other, and Grey Ork’s      must spend 4 Skill Points to become literate in any language they speak.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Poor Vision:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Grey Orks have notoriously weak eyes, as      set back and small as they are, and suffer a -3 Racial Penalty on all Spot      and Visual Search Checks.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Wood Ork:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Smallest and slimmest of all Ork-kind, the Wood Ork is rarely found north of the Equator, most often in habitats more suited to them, in tropical forest and among the chains of islands in the southern Rasibbean Sea.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The wood Ork stands of equal height with most humans, albeit of heavier shoulder and broader legs, but they don’t nearly match there counterparts for raw strength and bredth of arm.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wood Orks do however, stand out quite prominently from there kind, for there long pointed ears, drooping back behind there heads, and notoriously wild hair, ranging from green, to red, to blond.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The wood Orks possess darker skin than there mountain cousins, often darkening to a deep emerald color, sometimes even nearly black.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There jaws and tusks both are less pronounced, giving them a more pig-like appearance in snout and jaw, and there eyes are large and wide, curving upwards, similar to that of the islander’s, ther closest northern neighbors in many parts of the world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wood Orks usually reach maturity around the age of 14-15, and live a natural lifespan of up to 60 or 70 years.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Wood Ork Racial Traits:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"&gt;&lt;span style="font-size: 8pt; font-family: Wingdings;"&gt;&lt;span style=""&gt;§&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;+2 Constitution, -2 Wisdom.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wood Ork’s have a rather solid frame, though not possessing the raw build of there larger cousins, but they are a rash and impetuous breed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ul type="square" style="margin-top: 0in;"&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Medium:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;as Medium creatures, Orks have no      specific bonuses or Penalties due to there size.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Ork Base Land Speed is 30      ft.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Dark-Vision:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wood Orks can see in the Dark up to 60      feet.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Dark-Vision is black and      white only, but is otherwise like normal vision, and Wood Orks can function      normally in no light at all.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Low-Light Vision: because of      there unusual life cycles, and there common dense jungle homes, Wood Orks      can see twice as far as a Human in moonlight, starlight, torch-light, and      similar situations of poor illumination.&lt;span style=""&gt;&amp;nbsp;      &lt;/span&gt;They retain the ability to distinguish colour and detail under      these circumstances.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Jungle-Folk:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;as native inhabitants of the dense      rainforests and jungle present on their natural continents, wood Orks have      adapted to life in this environment, and gain a +2 racial bonus on all      Climb, Survival, and Swim skill checks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Vile Venoms:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;due to hundreds of years coating there      weapons with the most vicious of poisons, wood Orks have built up a      natural tolerance, and gain a +2 racial bonus on all Fortitude Saving Throws      vs. Poisons.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They are also Immune      to Blackwood Sap.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Illiterate:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Wood Orks, while knowledgeable of      both letter’s and writing, are by and large illiterate.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There tribal and oft chaotic social      structure make the knowledge of such somewhat rare, and difficult to both      learn and find.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wood Ork’s must      spend double the usual number of skill points on a language they speak to      become literate in it&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Social Stigma: Ork’s are a      hated peoples across the world by many whom they have injured in the past,      and this has left its mark on the Ork.&lt;span style=""&gt;&amp;nbsp;      &lt;/span&gt;Orks take a -2 penalty to all Charisma Checks, and Charisma related      Skill Checks.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;War-time Child:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Wood Ork is bred into a world of      catastrophe and bitterness, and they have learned the lesson of survival      by pure deviousness.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wood Orks      automatically begin with 1 alignment point invested in Chaos.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Black Liar’s:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The trickery and distrust of the Wood      Ork is legendary, and they have, even more than other Orks, established      for themselves a reputation of great dishonor.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Wood Orks take a -2 penalty on all      Diplomacy and Bluff Skill Checks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;“Green-skins”:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;“Green-skins”, or Mountain Ork’s, are what most peoples of the world think of when you mention Orks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They are bay far the most common of the three kinds, as well as the most daring in there pursuit of taking part in the events of the world around them, often descending from there usual mountain homes for purposes of either trade, travel, or as part of the conquering almighty ‘Horde’.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Orks are typically between 5’3” and 6’5”. With females being slightly shorter and tending towards heavier set hips.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They are stout peoples, thick of arm and shoulder, with generally narrow waists comparative to there frames, and shorter, stumpy legs.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Aptly named, there skin most often presents and a mid-way green, darkening around joints or bruising, with long pale tusks, usually between 2 and 3 inches sprouting from a heavy lower jaw.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Orks usually possess black or blue0black hair, but some tribes often manifest rare cases of deep fiery red-heads, and the occasional grey-mane.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Ork’s reach maturity roughly at age 15, and live a natural lifespan of between 60 and 70 years.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Mountain Ork Racial Traits:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;ul type="square" style="margin-top: 0in;"&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;+2 Strength, +2 Constitution,      -2 Charisma.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Orks are a      hardy folk, tough and strong, but they rather uncivilized compared to the      plains-dwelling races of the world.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Medium:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;as Medium creatures, Orks have no      specific bonuses or Penalties due to there size.&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Ork Base Land Speed is 30      ft.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, Because of there stout      and strong frames, Mountain Orks can move at this speed even when wearing      medium armour, or when carrying a Medium Load (unlike other creatures      whose speed is reduced in such situations).&lt;/span&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Low-Light Vision: because of      there unusual life cycles, and there common mountain homes, Mountain Orks      can see twice as far as a Human in moonlight, starlight, torch-light, and      similar situations of poor illumination.&lt;span style=""&gt;&amp;nbsp;      &lt;/span&gt;They retain the ability to distinguish colour and detail under      these circumstances.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;st1:city&gt;&lt;st1:place&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Battle&lt;/span&gt;&lt;/st1:place&gt;&lt;/st1:city&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt; Hardened:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Over the centuries, the Mountain Orks      have founded many battle rites and traditions, and are bred warriors.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As Such they add a +1Racial Bonus to      there Shock Value.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Stubborn and Mean:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Orks are well known for there      stubborn refusal to submit, and there capacity for relentless pursuit,      through all obstacles.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As such they      gain a +2 bonus on all Intimidate checks and Survival checks to survive in      natural environments.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;War-time Child:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The mountain Ork is bred into a world of      catastrophe and war, and they are learned in this art.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mountain Orks automatically begin with 1      alignment point invested in Chaos.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Social Stigma: Ork’s are a      hated peoples across the world by many whom they have injured in the past,      and this has left its mark on the Ork.&lt;span style=""&gt;&amp;nbsp;      &lt;/span&gt;Orks take a -2 penalty to all Charisma Checks, and Charisma related      Skill Checks.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Illiterate:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Mountain Orks, while knowledgeable      of both letter’s and writing, and specifically possessing of there own      slightly modified version of the Gürn alphabet, are by and large      illiterate.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There tribal and oft      chaotic social structure make the knowledge of such somewhat rare, and      difficult to both learn and find.&lt;span style=""&gt;&amp;nbsp;      &lt;/span&gt;Mountain Ork’s must spend double the usual number of skill points      on a language they speak to become literate in it.&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orkish Psychology&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Orkish mind is a strange thing to compare to that of a mans.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There are many similarities, as well as many more differences.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;Passion:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Green-skin passion is legendary, whether it be for life, love, battle or something else, there drive and heated emotion drives them to great feats.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks natural assertiveness and aggressiveness is an inborn trait, rarely deficient and also one of the primary reasons why the Ork race does not have greater dominion over the lands then they otherwise would.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;This overzealousness take on many forms, differing greatly between gender’s, and individual Orks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For example, Orkish pride makes manifest within this particular category, and Many Orks possess a level of personal worth, far beyond there station.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Not necessarily of fault however, this estimation of ones place in the world if of great motivation for an ambitious individual and causes often relentless pursuit of ones goals.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Through proper application, this pride allows an Ork to hold his ground both from impossible odds, as well as handle fear and debilitating emotions which are rooted in self-worth, to affect an Ork less severely.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Examination of this particular trait measures well on individual scales, from the well known vicious protectiveness of Orkish mothers, to the Intense feuds that can last centuries often held between clan family or merely two individuals whom involved themselves in any particular debate.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, this overwhelming emotion can also be examined on a larger scale, such as when one considers the psychology of The Horde.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When gathered in such large groups, Orks of many tribes quest for greater individual glory, for clan, honour, and family, to both glorify there ancestors, as well as themselves.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, when one examines this vast pride on the large scale, the individuals own ego becomes only a splinter of the whole, and thus the self interest can become catalytic to a breaking of the horde.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While separated from the large group, individual Orks might hold a pass till everyone of them lies dead and bloody beneath the earth, but when fractured groups of long standing individual honour are forced to share fate with rivals and strangers alike, the interest in success begins and ends with the likelihood of success.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As victory turns away, individual groups become more concerned with preservation of there own to future advantage, and victory for the whole becomes less important, thus leading to the breaking of the larger group in favor for individual preservation.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;This Passion is also a bane however, when applied in more genteel or diplomatic settings.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Wisdom:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;While Orks are most well-known for there passions and rages, there is a depth to there peoples that is rarely seen or understood by outsider’s.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks do value combat prowess, physical strength, and a strong masculine attitude greatly more so than the other races, but the one thing they revere to an even greater degree is the impartiality and reverence to the world around them, often held by the Orkish Shaman’s.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Wisdom, in the Orkish sense, is when one accomplishes a greater purpose than ones personal benefit, through personal sacrifice.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Shaman’s for instance, may never wed, and may have no children in most Orkish tribes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They nurture and teach the younglings, guide the warriors in all decision that the War-Chief cannot, and provide a strong spiritual base for the tribe.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Many would happily serve as Shaman, yet the honor must only ever pass to one per generation, and that honor is fervently sought indeed.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Even not represented in the shamans, there are many examples in Orkish society.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Young Orks admire there father’s, but listen to there mothers, and the belief in feminine wisdom is greatly advanced for so primitive a society as that of hunter’s and gatherer’s.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the respect of ones wife, the pursuit of camaraderie over wealth, the belief of true love, and the Orkish tradition of unity, though limited to tribe, most of all.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Legends are passed down from father to son, from teacher to student, over millennia, repeated with the greatest accuracy, the knowledge that the Orks possess valued so greatly. These legends have been taught as lessons and taken to heart, and the Ork’s as a peoples have prospered in many ways because of this.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Tribes fight so rarely over such things as land, or game, or even providence, more often concerned with matters of pride and respect, assuring themselves constantly of there value as warriors through the only true test of such mettle.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is a sad thing there rage is so dear to them.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Virtue &amp;amp; Fault:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;As varied as any race, though rarely seen as such, these polar opposites that combine to form the Ork, both conflict and meld in many ways.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks suffer from an over strong pride, a wrathful and violent concept to them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Yet similarly, this pride is what makes them so rare among the advanced races, this belief of independence despite there faltering world view, and the treatment of there beliefs so often met with such hostility.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The poor bull-headedness of your average Ork is such as well, there stubborn refusal to face so much of the world under an unbiased light has led to more conflict than any race would rightly deserve, causing a great difficulty in peaceful interactions with neighbor or fellow, yet at the same times produced a hard-working folk not easily dissuaded by trouble or strife.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They pursue there game relentless, soldier through storm and fire to pull in the crop, and will not put down there hammer until the craft is done, one way or another.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:9665</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/9665.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=9665"/>
    <title>The Arcane Marks(Primordial is still under scrutiny)...</title>
    <published>2007-04-17T09:33:17Z</published>
    <updated>2007-04-17T09:34:51Z</updated>
    <category term="magic"/>
    <category term="am"/>
    <category term="feats"/>
    <category term="rules"/>
    <lj:music>Computer Buzzing</lj:music>
    <content type="html">&lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;a name="cutid1"&gt;&lt;/a&gt;&lt;div class="ljcut" text="Read more..."&gt;&lt;b&gt;Type your cut contents here.&lt;/b&gt;&lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Hellish Mark&lt;/b&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;This mark is carved onto a characters back, just over the shoulder blades.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Is takes the form of many and varied demons emerging from hell and is an awesome and frightening sight to behold.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Those that bear this mark have a close tie with the Daemons of Below, and all denizens of the Three Seats of Hell, and the Nine Houses of Daemons.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This mark draws its power from the might of those daemonic energies and registers as both the transmutation school and necromancy school, both of a strong aura.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients, Con 15 +, Intimidation 4 ranks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Must have survived an encounter with at least 1 Daemonic creature of 5+ HD.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;" class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;Additionally, the Character must sacrifice 2 from his Base Defense Bonus.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Hellish mark gains Three Powers from the Mark listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Hellish Might:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character gains a permanent increase to his/her Strength of +2, and his or Her Intelligence of +1.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These are permanent Increases and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Flames of the Abyss:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The character gains the ability to conjure hellish flames in his hands and loose it upon his enemies.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;1/day per character level, the player may generate flames in each hand that can be delivered with either a touch attack or a ranged touch.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The flames deal 1D8 fire damage per point of Charisma bonus possessed, and can be hurled up to 60 feet.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is an immediate action to activate the ability, and a standard action to either hurl the flames or deliver them as a touch.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Daemonic Resilience:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character gains the ability of the Daemons to reform there bodies and gains the Regeneration: 1 ability.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Characters bane is anything of the Magical Damage category.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Character that possesses this mark suffers a permanent -2 penalty to his Charisma Score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent reduction, and cannot be regained or regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This mark is Opposed of the Mark of the Heavens, and a character may not gain this mark if he already possesses the Mark of the Heavens.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of Death&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/i&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;The Mark of Death is a rare curse by some standard, and a dark blessing by others.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It draws upon the corrupting powers of death, decay and joyless sorrow, drawing in the negative energies of the world and concentrating them into the very soul of the Individual whom bears this mark.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It takes the form of blackened bones and skulls, burning with cold witch-fires and barbed and twisting runes, scarred over the recipients abdomen.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is an ugly and freakish thing to behold, and speaks of the vile and heartless evil present in any whom would willingly bear such a blasphemous symbol.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients, Character HD 7+.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additionally, the Character must spend 2 Skill points on the acquisition of this feat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of Death gains two Abilities from the mark as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Deny Death:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character of this mark, gains a preternatural ability to resist damage, as his flesh numbs, and skin hardens, guarding him against damages that slice and bludgeon.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The bearer of this mark gains Damage Reduction 5/Piercing.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Channel Negative Energy:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Bearer of the Mark of Death gains the ability to channel Negative energy, which can be used either to damage the living or those of the Positive Energy Sut-Type, or too heal the undead, or those of the Negative Energy Sub-Type.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Each day he/she can create a total of 1D6/per Hit Die of negative energy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Marked may choose to divide his uses of this power among multiple uses, or deliver it all at once(if divided, it is done so on a minimum of a 1D6 basis).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To deliver the Energy is a touch attack, and the use of this ability is a Standard action (including performing the touch attack).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Character that possesses this Mark suffers a Permanent -2 penalty to his Constitution score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent reduction and cannot be regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, he gains the Vulnerability trait, subject to Positive energy as Vulnerability: Positive Energy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This means, that all positive energy damage dealt to him is doubled, unless allowed to save against the effect.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If a save is allowed, and the characters save successful, he takes any damage assigned, normally.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This Mark is opposed of the Mark of Life, and a Character may not gain this mark if he already possesses the Mark of Life.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of Earth&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The mark of Earth is a powerful Scribing, drawing power from the Elemental Forces of Rock, and Dirt, and Mineral. Its is a complex scribing across the recipients chest and arms, of hexagonal figures, blurring right angles and deep salted cuts of forms and shapes of metal and stone, splitting and sealing, all engraved with a stout crawl of dethek figures and runes.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients,&lt;b style=""&gt; &lt;/b&gt;Base Fortitude Save +4, 6Ranks in Either Concentration or Diplomacy.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additionally, the Character must sacrifice at least 1 from his Base Reflex Save, and spend 2 Skill points on the acquisition of this feat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of Earth gains the three powers as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Strength of the Earth:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the character gains a permanent bonus of +2 to his/her Strength and Constitution Scores.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These are permanent increases and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Resilience of the Earth:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the character gains Damage Reduction (DR) of 3/Bludgeoning&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;as his skin hardens and thickens, protecting him against bladed attacks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Stance of Stone:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Whenever the character bearing this mark is subject to a size modifier or special size modifier on an opposed check (such as during grapple attempts, Bull Rush attempts or during Trip attempts) he/she is treated as one size larger than he/she is if such is advantageous to them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The character is also considered to be one size larger when determining whether a creature’s special attack based on size (such as improved grab or Swallow Whole) can affect him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, his/her space and reach remain those of a creature of the characters actual size.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The benefits of this trait stack with spells, abilities, and power’s that change the subjects size category.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The character that possesses this mark takes a permanent -4 penalty to his/her Dexterity score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, this character also takes a -4 penalty on all Initiative checks (not including the penalty caused by reduced Dexterity).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This mark is Opposed to the Mark of the Wind, and no character may take this mark if he already possesses the Mark of the Wind.&lt;b style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of Fire&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Mark of Fire draws upon the Elemental Forces of Fire, of the consuming and eternal flames to power itself.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Its principles are that of Destruction, Consumption, Life, and Chaos, and the creatures and denizens of Burning and Ember.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Mark covers the recipients body from the backs of his knees, to his lower back, and is inscribed with great images of dancing flame, burning ember and smoking coals, gather in pits of blue and red, and orange around the burning black voids within, all scrawled with a dancing script of lethal runes, cut deep with a flaming brand.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients,&lt;b style=""&gt; &lt;/b&gt;Base Will Save +4, 6Ranks in Either Bluff or Intimidate.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additionally, the Character must sacrifice at least 1 from his Base Fortitude Save, and spend 2 Skill points on the acquisition of this feat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of Fire gains Three Powers from the mark as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Heart of Fire:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the character gains a permanent bonus of +2 to his/her Strength and Intelligence Scores.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These are permanent increases and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Wild-Fire:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Presence of those marked by fire, can become very unsettling.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Waves of heat often radiate of there skin, there hair dances with electricity, and there eyes smolder like coals of hell-fire.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;1/day per point of Intelligence bonus (minimum 1), the Recipient of this mark can create a Presence about him/herself of maliciousness and fright.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Using this ability is a Move-Equivalent action, and all foes within 30 ft. of the character must make a Will Save vs. DC 10 + ½ the marked’s HD + Character’s Charisma Modifier, or become Shaken for 1D6 rounds.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, even when this ability is not active, the Bearer of the Mark of Fire gains a +4 Competence bonus on all Intimidate checks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Heat of Life:&lt;b style=""&gt; &lt;/b&gt;As the character’s body temperature increases, however slightly, his flesh and sinew adapts, embracing the presence of the heat, and bearing its consumptive nature well.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character gains Energy Resistance 5/Fire.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Character that possesses this mark suffers a permanent -2 penalty to his Charisma and Wisdom Scores.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These are a permanent reduction and cannot be regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This Mark is Opposed of the Mark of the Waves, and a Character may not gain this mark if he already possesses the Mark of the Waves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of Life&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Mark of Life is a rare and special gift, given to those of spirit, stamina, and heart.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It draws upon the encompassing powers of positive energy such as Life, Mind, and the Spirit of Love, as its sources.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With power’s fortifying ones presence and Vigor, and takes the form of a great swirling sun lain across the character’s abdomen, swirling runes of joy and spirit splayed outwards with the suns fiery rays.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients, Character HD 7+.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;" class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;Additionally, the Character must spend 2 Skill points on the acquisition of this feat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of Life gains two Abilities from the mark as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Abundance of Life:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;From the Flowing power of pure life force in the characters body, he/she gains the natural ability to heal at an accelerated rate.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The bearer of this mark gains Fast Healing 1.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Channel Positive Energy: The Bearer of the Mark of Life gains the ability to channel Positive energy, which can be used either to damage the undead or those of the Negative Energy Sub-Type, or too heal the living, or those of the Positive Energy Sub-Type.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Each day he/she can create a total of 1D6/per Hit Die of Positive energy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Marked may choose to divide his uses of this power among multiple uses, or deliver it all at once(if divided, it is done so on a minimum of a 1D6 basis).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To deliver the Energy is a touch attack, and the use of this ability is a Standard action (including performing the touch attack).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Character that possesses this Mark suffers a Permanent -2 penalty to his Constitution score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent reduction and cannot be regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, he gains the Vulnerability trait, subject to Negative energy as Vulnerability: Negative Energy.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This means, that all positive energy damage dealt to him is doubled, unless allowed to save against the effect.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If a save is allowed, and the characters save successful, he takes any damage assigned, normally.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This Mark is opposed of the Mark of Death, and a Character may not gain this mark if he already possesses the Mark of Death.&lt;b style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of the Ancients&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;This Symbol, the Beginning for many and sad end for few, is the principle mark of the Art of carving the arcane into flesh.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It’s the most basic form, and yet, still ungodly complex in its patterns, trials, prejudice and form.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Carved onto the back of the recipient, it takes the form of a flat, burnt scrawl of runic script extending from just above the marked’s buttocks, to overflow just above the edge of the shoulders.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Many of the marks carve into these patterns, and this mark alone has no counter or contrary mark.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;All marked individuals must receive the mark of the ancients, and it manifests an aura of subtle energy of the Universal kind.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;None&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of the Ancients may add a permanent Inherent Bonus of +2 to any one ability of his choice, as well as a +4 Competence bonus to any one skill of his choice.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Once chosen, these bonuses may not be reassigned later.&lt;b style=""&gt; &lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special: &lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Upon being inscribed with the Mark of the Ancients, you must spend 2 Skill Points, to invest on the mark to gain its benefits.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If you choose not to invest the 2 skill points, you retain the mark, as well as all non-numeric status or game-world associations applied to such people, but do not gain the ability or skill bonuses granted.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;You may not acquire additional marks until the skill points have been invested.&lt;b style=""&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of the Fae&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;This mark, draws power from the fae realms, ruled by the Sidhe of Summer and winter, the creatures of chaos and trickery, subtle of word and devious in action.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It takes the form of a painted wood and stone, a cracked table and the faces of the wyld, trailing from the side of the recipients neck, down his shoulders, and across the tops of both arms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The edges of the form are dashed with the fae script, flowing and curved, bending like reeds in the wind, and writing out the oaths of those of the greenwood and ice.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients, Cha. 15+, Bluff 6 Ranks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Must have made contact with a Natural Fae of the Never-never of at least 5+ HD.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additionally, the character must sacrifice 1 from his/her Base Fortitude Save Bonus, and spend 2 Skill points on the acquisition of this Feat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of the Fae gains the four powers as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Fae Skin:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the character gains inherently, some of the resistance of the fae, in the Form of Damage Reduction 3/Cold Iron.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Charm of the Sidhe:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the character gains a permanent bonus to his/her Charisma of +2.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent bonus and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Trickster’s Guile: The mind of the Fae is Chaotic and untamed, and so too, becomes the mind of the bearer of this mark.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The character gains a +4 bonus on all saves vs. mind-affect spells or abilities.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Twisted Speech:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Learning the twisted bargaining methods and turnabout’s of the Fae, the character gains a competence bonus of +2 to all Bluff and Diplomacy checks&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;the character that possesses this mark suffers a permanent -2 penalty to his Constitution score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent reduction and cannot be regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, the character gains the Fae sub-type, and while he/she gains no benefits of the classification as a main type, he/she is subject to all spells or powers that target fae specifically.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of the Heavens&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Placed upon the back of its subject, trailing from the base of the neck to the base of the spine, this mark is a great and holy depiction of the Five hosts of the Heavens.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Angels,&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;paragons, and Archons alike flay in this image, emerging from the gentle clouds and Holy gats of the Holy lands dreamt about in the hearts of the most Divine on earth.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A beautiful sight to behold this mark draws power form those most holy of lands, empower its possessor with the spirit of the divine.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients, &lt;/span&gt;&lt;st1:state&gt;&lt;st1:place&gt;&lt;span style="font-size: 10pt;"&gt;Wis.&lt;/span&gt;&lt;/st1:place&gt;&lt;/st1:state&gt;&lt;span style="font-size: 10pt;"&gt; 15+, Diplomacy 6 ranks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Must have received a Divine Missive from a Holy creature of at least 5+ HD.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additionally, the Character must sacrifice at least 1 from his Base attack bonus, a spend 2 Skill points on the acquisition of this feat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits: &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of the Heavens gains the three powers as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Strength of the Divine:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the character gains a permanent bonus to his/her Strength of +2, and a permanent bonus to his Wisdom of +1.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These are permanent increases and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Divine Censure:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;AS a Standard action the Bearer of this mark can Deal 1D6 damage/ Character level to all Daemonic and Evil Outsider’s within 30 ft. of himself.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Those entities may make a Will save DC (10 + Character level + Cha modifier) for half damage.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Marked may use this ability a number of times per day equal to his Charisma modifier +3.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Heavenly Vigor:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Learning the Endurance and Vitality of the Celestials, the Bearer of this Mark gains Damage Reduction 5/Magic.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The character that possesses this mark takes a permanent -2 penalty to his Intelligence score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent reduction and cannot be regained or regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This mark is Opposed to the Hellish mark, and no character may take this mark if he already possesses the Hellish Mark.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of the Titans&lt;/b&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;" class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;The Mark of the Titans draws its powers from the ordered world of Forever, the law and structure of its great terraced pathways, the Stone Stairs, Marble Columns, and the Giant folk and titans, the Forever tall and hungry of the foreign planes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It takes the form of a cut pathway from the side of the recipients neck, down across there shoulder, and over the top of the arm, a trail of patterned stones and steel blocks, the blades of life and death present in abundance, and the swirls of carved wood showing through amongst the patterned text, carved like starlit sigils of purest white, all along the marks edges.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients, &lt;/span&gt;&lt;st1:state&gt;&lt;st1:place&gt;&lt;span style="font-size: 10pt;"&gt;Wis.&lt;/span&gt;&lt;/st1:place&gt;&lt;/st1:state&gt;&lt;span style="font-size: 10pt;"&gt; 15+, Sense Motive 6 Ranks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Must have made contact with a Pure-Blood Giant of the Never-never of at least 5+ HD.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additionally, the character must sacrifice 1 from his/her Base Reflex Save Bonus, and spend 2 Skill points on the acquisition of this Feat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of the Titans gains four powers as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Titan’s Strength:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Body of the Character hardens and thickens, growing strong as the flesh of his patrons, and he/she gains Damage Reduction 3/Raw Stone.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Titan’s Resolve:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the character gains a permanent bonus to his/her Wisdom of +2.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent bonus and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Steady Gaze:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The eye of a titan is a discerning one, not easily tricked by either foolishness or the magicks of men.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The character gains a +4 bonus on all saves vs. Illusion spells or abilities of the Glamour or Phantasm sub-categories.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Focus and Dedication:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Through pure determination and the steady mind and will of his/her patrons, the character learns to focus his/her mind on the task at hand, and view all things, een those social, with an indifferent perspective.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The character gains a competence bonus of +2 on all Sense Motive and Concentration Skill checks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;the character that possesses this mark suffers a permanent -2 penalty to his Dexterity score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent reduction and cannot be regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, the character gains the Giant sub-type, and while he/she gains no benefits of the classification as a main type, he/she is subject to all spells or powers that target Giant’s specifically.&lt;b style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of the Waves&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Mark of the Waves draws power from the Elemental Forces of Water, deep blue sea, and riding current.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Its powers are the forms of Adaptability, Relentlessness, and the Strength of Wave and Surf.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Its forms is one of broken waves and scrawling script, all along the lower portion of the recipients body, from the knees to his lower back, forming an intricate depiction of the breaking waves, powerful currents and consuming expanse of the worlds waters.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients, Base Fortitude Save +4, 6 Ranks in Swim. &lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;" class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;Additionally, the Character must sacrifice at least 1 from his Base attack bonus, and spend 2 Skill points on the acquisition of this feat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of the Waves Gains the Four power’s as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Ocean’s Heart:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character gains a permanent bonus to his/her Dexterity and Constitution of +2. These are permanent increases and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Body of Water:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As the character’s flesh softens and grows more flowing, so too does his ability to heal, and repair damage done to his form.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Bearer of this mark Gains Regeneration-1, and is Dealt damage normally by any Piercing attacks, or by fires or acids of any kind.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, unlike normal, The Marked cannot re-grow lost limbs or other body parts, if such are removed in some way, though the wounds may close and heal quickly due to this ability.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;" class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;Touch of Water:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character can, a number of times per days equal to his/her Hit Dice, quench fire of up to the characters size or small with but a touch.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This ability only works on non-magical fires, such as a torch or campfire, and can only be used of the character makes a successful touch attack against the flames, which may or may not cause him/her damage based upon the circumstances present.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Blessing of the Sea:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When determining how long a character with the Mark of the Waves can hold his/her breath when underwater or submerged in any liquid, multiply the characters Constitution Modifier(if positive) by 2.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is only done for determining the length of time the character can hold his/her breadth while submerged, and would not for instance apply if the character was caught in a vacuum or similar circumstances.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, when rolling a Fortitude save to avoid drowning, the character gains an Inherent bonus of +4 on all such rolls.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character additionally gains a +4 competence bonus on all swim checks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Character that possesses this Mark suffers a Permanent -2 penalty to his Strength score.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a permanent reduction and cannot be regenerated by any means.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, he gains the Vulnerability trait, subject to Fire as Vulnerability: Fire.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This means, that all Fire damage dealt to him is doubled, unless allowed to save against the effect.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If a save is allowed, and the characters save successful, he takes any damage assigned, normally.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This Mark is opposed of the Mark of Fire, and a Character may not gain this mark if he already possesses the Mark of Fire.&lt;b style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Feat Name:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mark of the Wind&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Mark of the Wind draws power from the Elemental Forces of Air, from the movements of cloud and gust, to the denizens of such, and the elementals of movement, freedom, and Intuition.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Mark takes the form of swirling and chaotic designs, covering the Bearer’s shoulders and upper arms, scrawling across there form with spinning diagram and circular figures intermixed with a flowing arcane script.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Prerequisites:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;Mark of the Ancients,&lt;b style=""&gt; &lt;/b&gt;Base Reflex Save +4, 6Ranks in Either Jump or Tumble. &lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-indent: 0.5in;" class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;Additionally, the Character must sacrifice at least 1 from his Base Fortitude Save, and spend 2 Skill points on the acquisition of this feat.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Benefits:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Bearer of the Mark of the Wind gains the three powers as listed below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Form of Wind:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character gains a permanent bonus to his/her Dexterity and Wisdom of +2. These are permanent increases and cannot be deducted by any means.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Stride of Air:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Character, when determining the maximum distance for either a long jump or high jump, no longer has a maximum distance based on height.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Characters jump check determines the distance jumped, with no maximum.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, the character gains a +4 competence bonus on all Jump and Tumble Checks, as well as all Balance checks maybe in open air environments.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Speed of Wind:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As the Character gains this mark, his affinity to the wind shows in his form, as he becomes lighter, and swifter, seemingly flowing along the gales and gust of the worlds winds.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Upon gaining this mark, the Character gains a +10 ft. bonus to his land speed, as well as a +2 resistance bonus on Reflex saves, and a +2 bonus on Initiative checks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;All of these bonuses apply, only when the character is wearing light or no armour, and carrying a light load.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;Special:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;The Character that possesses this mark subtracts 1 from his/her Hit Points (HP) gained at each level, for every level gained after the reception of this mark.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Result of&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;0 Hit Points gained is possible.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This mark is Opposed to the Mark of Earth, and no character may take this mark if he already possesses the Mark of Earth.&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;&lt;br /&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;b style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:9404</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/9404.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=9404"/>
    <title>Orks...PART 1</title>
    <published>2007-04-15T13:43:46Z</published>
    <updated>2007-04-15T13:43:46Z</updated>
    <category term="background"/>
    <category term="races"/>
    <category term="rules"/>
    <content type="html">&lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 36pt; font-family: BlackChancery;"&gt;ORKS:&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 36pt; font-family: ALIBI;"&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-size: 24pt; font-family: CASMIRA;"&gt;An Adventurers Overview&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Kelt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;“Nok Tor-Gok. Nok Tor-Gok, Sen Virai SangHortaKen Ga-Nok;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Bakkazora!”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;-Death to all, Death to All, By Mine own blood, this one shall kill them all; Berzerker!”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;-The Berzerker’s Oath&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;“En Hash &lt;/span&gt;&lt;/i&gt;&lt;st1:place&gt;&lt;st1:city&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;Du-En&lt;/span&gt;&lt;/i&gt;&lt;/st1:city&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt; &lt;/span&gt;&lt;/i&gt;&lt;st1:state&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;Ga&lt;/span&gt;&lt;/i&gt;&lt;/st1:state&gt;&lt;/st1:place&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;-Nok”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;“You Keep what you Kill”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;-The Path of Leadership&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;“Sen Mu, Sen Sang”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;“By mother, by Blood”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;-An Orkish Oath&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;“Tor ShanGa-Ebon”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;“To Face the Black”&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt; font-family: &amp;quot;Century Gothic&amp;quot;;"&gt;-A common Ork expression taken to mean either Face your Fear or in rare instancesTo go to Death&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Kelt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Orks have had many names, from many cultures and kingdoms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Brutes they are callen, barbarians or tribesmen.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Mopuntainmen, as oft as not and many know them as raiders and pillagers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The islanders call them the Vorta, the Naichi call them Kasha.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Greenskins, Pig-men, Hordemen, and Snouts.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;They have earned all of these names and yet, none of them are truly accurate.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;As a people The Ork are divided, by tribe, by land, and most of all, by faith, from the Spirit-sworn to the demon bound, an orks faith in many ways defines what the world shall see him as, lest they judge by the affronts and actions of his kin.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;More often than not, they do.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/u&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="font-family: Sylfaen;"&gt;Orks throughout History&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Orks place throughout history has been flavoured with many deeds and many more tragedies caused by there there hands or in there names.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;By and large, it is not a reckoning of any nations ally or friend, but rather that of an ancient enemy to all realms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The truth of the matter, is one of conflict to be true, but when one knows the Ork, they cannot help but wonder at the passion it takes to live such lives.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Orks are accounted with many military accomplishments, and there greatest stories are those of conquest and loss, great epics of The Horde or of Long Lost heroes, axes stained with blood.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Common Orkish beliefs is one of Battle, as both a way of life and a constant pursuit, and this attitude is one that has painted many a colorful tale, many of them red.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;Legend:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Not all Orkish tales are those of War, though the most common theme is such.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Orks possess many legends, from the Birth of the World, to the Creation of there race, as well as romances and stories of great sages.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Some Examples are the following Stories, summarized:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Torg &amp;amp;Tash:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;This Orkish Story is one more or less of family values, ane while is one of war, the stories subject is not the war.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As the story goes, two brothers (oftentimes told as Blood Brothers), Grew tall together in there village.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When they were of Age, a great Warchief came, and claimed to be forming the greatest horde of all times, and to once and forever claim for the Green a homeland so there huts might grow tall as mans do, and there field fill with bounty.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Torg, the red brother, thought the man great, and so bound with the Warchief.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Tash however, was the Blue Brother, and saw the man as a Great fool, with more Dream then sense.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The story is of Torgs Journey to war, and how, fearing for his brother, Tash traeveled to the world of men, to save his brother of the fate all whom join the Horde may suffer- Death.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Story Ends with Torg and Tash returning home, both having learned there lessons, that All men may be Great, but all men may be fools as well.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Great Mother:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;When the world was yound, the Orks believe the First Ork, was a young mother, nameless, tribe-less, and alone. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;She Wondered the world, pursued by those that hate the Orks, and tormented by her silent voice, unheard by those of her own kind.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As the Mother Wondered She Came upon a Green Man, a Creature of Legend, servant to the Fey and Born of Fey and Daemon.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Green Man Knew Care for the woman and took to her cause.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As Two then, the two found happiness, and fought there enemies, man and woman together.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And in time, the two found Love.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Child was Born to the Mother, and the Green Man, an Ork of Blood both Demon and Fey, and though curse with the blod of both, there sons power was great as well.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This story is taught to many child, and used to teach lessons of both hardship, love, the importance of mating, and above all, the Ork Primary, of triumph in adversity.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Jana &amp;amp; Jeb:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Though stories of Love are rare in Orkish tradition, some do exist, most prominent among them, the story of Jana and Jeb.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Non-classical tale of romance in the Human sense, this Orkish tale focuses more on the places thee two lovers held in life, rather than the feelings they had for each other.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While this may be a reflection or an orks assertiveness and generally strong conviction, it is also of note that such tragic tales are told as the pinnacle of Greenskin Love.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Story focuses on a rather classic concept by Orkish standards, of two young ones who fell in love, and while there joy was great, life intervened.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For when an Ork knows love, this grat accomplishment brings to harsh life all that is incomplete.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Urge for War and for a Land of there own, an urge for victory and power all rise to the surface.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Unlike many men and elves, Orkish ambition grows with the love of a good woman, and so Jeb went to war, following the Horde to Destiny or Death.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;While the ending varies greatly, more often than not, the tale is told with tragedy, where the Ork wife waits as his husband rides of to war, dies in battle, and rots beneath the sun.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Tale is one of how Ork men die, and forever, there women will wait for them.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Great Pilgrim:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;This Legend, one common to many races across the World, is often taught as an Orkish One, though many Historians believe this is merely a bastardization of the Human version, born through the great amount of cross-breeding between the races.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In the Orkish Version, the Pilgrim was not a man of Drak’Tur, but rather a slave of them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As an Orkish slave, he watched and learnd the magic and might of men, and learned a lesson too from there arrogance to hold the whole world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;When the kingdom fell and the world Broke, the Pilgrim burst free of his bonds of imprisonment, and dedicated his life to thwarting the one wish of his masters-Dominion.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="text-indent: 0.5in;"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Unlike the Human legend, taught as a Fable by some, or a lesson in folly and arrogance, the Orkish Version is in the Strength of Landhome.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Orkish pilgrim is often seen as a Founder or Great spiritual being, an omen of Landhome painted with a Long axe held in hand, and a cane for Herding.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;War:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;As previously mentioned, Orkish History is mostly, an accounting of many wars.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Each tribes participation is usually accounted in any given reckoning, when canted by an Ork, and each Tribes accomplishments are thus honoured.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Tribal accomplishment is very important, as well as personal accomplishment, and it is considered greatl rude, worthy of Challenge, to forget or neglect such in a recounting.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;To Discuss the Orkish History of War, many and more books would be filled, so many have been the conflicts, and while Orks maintain many great tales of War and Conquest, even there own memory of such recountings is often grown thin and neglectful.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;When Orks march to war, whether by party or Horde, there are many observances to be made.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Rites of passage for the young, Mercy for the wounded in the form of the blade of an axe; in times of war, All dispute and difficulties are settled by the sword.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To many it seems as though war is the purpose of Orkish life, and when at war, this is true.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But rarely is war ever fought for no other reason.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A Constant Threat: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Orks, where they are settled, are often a great concern for local lords and non-Ork settlements.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As Aggressive as Orks are, there constant threat of raids and invasion, cause a reciprocal response from there bordering humanoids.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Humans form immense castles, war-hardened fiefs, and great watchtowers to guard an Orkish Border, such as the &lt;/span&gt;&lt;st1:place&gt;&lt;st1:placename&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Blue&lt;/span&gt;&lt;/st1:placename&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt; &lt;/span&gt;&lt;st1:placename&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Stone&lt;/span&gt;&lt;/st1:placename&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt; &lt;/span&gt;&lt;st1:placetype&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;Towers&lt;/span&gt;&lt;/st1:placetype&gt;&lt;/st1:place&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt; of The Broken Fang Mountains.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Elves enchant there forest borders with Ward and Rune Stones, creating veiling mists and great spiritual barriers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Some Historians claim the first Dwarves carved there homes from the Mountains to resist the constant Ork raids, and protect there settlement from sacking by roving Nomadic Ork Hordes.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Whatever the response, Non Orks who neighbor Orkish Lands often grow greatly distrustful of the greenskins. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Racial Tensions have formed in this manner over hundreds of years, and in some areas grow to intense blood rivalries, ending with the other race being slaughtered on sight.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thusly, many areas of the world, Orkish life can become a great tragedy, as many innocent victims are found among the bodies.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The ‘Horde’: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;The Horde is a Term known among both Orks and Non-Orks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Horde is a term used to refer to a military contingeant of great size, made of many tribes whom have come together for the purpose of war.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Any area, inhabited by orks whether thickly or intermittent, is likely to contain different Orks of many different tribes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These tribes are rarely on the most friendly of terms, and small tribal wars and territorial disputes are commonplace.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;But sometimes, when either a great threat is present, or a great Ork leader arises to lead them, a Horde will form.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;By and Large, The Horde is a vehicle of Destruction, formed for Conquest.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Hordes of Orks have descended from the Mountains many times throughout history, destroying great nations and sacking many cities throughout history.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Recently, the might of men and company have more often than not repelled the Hordes, but still, the terrifying sight of a hundred thousand rampaging Orks has broken an army before a single arrow was fired.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Secret of Any Horde however, has always been Moral.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Moral of a Horde, is usually dependant on its leader, its success, and conversely, the might of its enemies.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Driven by a great warrior, some of the mightiest Hordes have not been the largest.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;With each victory in battle or army broken, seeing there enemies flee before them, the Horde has grown in its aggressiveness, soaking up casualties and Fighting to some very heroic and tragic ends.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt; font-family: Sylfaen;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;One of the Greatest Ork Legends if of a Named Horde, Called the Red Dawn, led by what many consider to be the greatest Ork Hero of all Time, Achavar Grimtooth the Red Prince.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Grimtooth Led the Red Dawn Across the length of Ancient Damascus, Conquering the Three Kingdoms to the South, and Even Challenging the Great Dymerian Family in the Golden City of Gabriel.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;His Horde Pillaged, a Hundred Thousand Strong, Forming Borders and Erecting over Five Years the First Orkish Nation called the Achar Empire.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Sadly, Grimtooths empire was not meant to last, and a united force of Men, Elves, and Dwarves finally brought Down Achavar’s Red Dawn at the Battle of Red’s Crossing, where a costly victory was won.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Before He fell, the Ork Warchief Brought Down King Veratis of Dymeria, and the dwarven Kings Heir, Prince Rominus Altarik.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Finally, The Ork Chieften was brought down by one of there ancient enemies, an Elven King.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;That Kings name, Elan Vor’Shalsh, is still curse by Orkish tongues through to this day.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:9071</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/9071.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=9071"/>
    <title>Yeah...so Marx?</title>
    <published>2007-04-15T13:41:51Z</published>
    <updated>2007-04-15T13:41:51Z</updated>
    <category term="magic"/>
    <category term="am"/>
    <category term="feats"/>
    <category term="rules"/>
    <content type="html">&lt;p align="center" class="MsoNormal" style="text-align: center;"&gt;&lt;i style=""&gt;&lt;u&gt;&lt;span style="font-size: 24pt; font-family: ALIBI;"&gt;ARCANE MARKS&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;o:p&gt;&lt;span style="text-decoration: none;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/o:p&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;o:p&gt;&lt;span style="text-decoration: none;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/o:p&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A gentle breeze blew through the open windows, setting the drapes dancing and snapping with a half-hearted stir.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Smoke Boiled up from the small steel pot, sending waves of bitter and acrid scents across the dark, cluttered room.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Sweat dripping down his grasping hands to the floor below, a young man gasped on the small table in the middle of the room.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;His legs twitched in spastic intervals with the gasps well timed between.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A gentle clicking of stone upon stone nearly echoed, and was swept out into the cool of the early morning.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Outside the window, the city blossomed with the life of an hour before &lt;/span&gt;&lt;/i&gt;&lt;st1:city&gt;&lt;st1:place&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;Sunrise&lt;/span&gt;&lt;/i&gt;&lt;/st1:place&gt;&lt;/st1:city&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;, fresh water poured, garbage ground and tossed, men yawning, women walking, a smithy already pounding away in the distance…&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;…yet it rivaled not the intricate masterpiece of bloody flesh and torn fabric laying before the Crafter.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The rags lay in lumps and clots and piles on the back of his subject, gathering blood and sweat away from his work.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Puss oozed from the most recent scratches of his obsidian hooked instrument.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He guided the barbed and bloody object through the flesh of the young man, gentle turns and a strike at a time, as he gently clicked it and the small hammer together.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Another gasp from below, and another and another.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He sprinkled the coarse salt across at the half hour, and gave his subject more ginger too chew.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The acrid smoke burnt the eyes as he chanted slowly in his mind, then once under his breath.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The third day of this, the worst day, the last day.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Another turn in the form of Stone he wrought, and the ground salt piled in the wound, burning and smoking, and sinking into the bloody mess, as the old man lay another burlap rag down across the wound, before gently tapping the hammer to the hook.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Another three hours is all.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;Magical Marks&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;.&lt;o:p&gt;&lt;/o:p&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Embracing the powers of the Five Elements and Forging them into items, locations, and the peoples of the world has long been a pursuit of man.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;However, long too, has been the dream of ascendance, to become more than human, more than mortal.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thus were forged the Arcane Marks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Inscribed in a mans flesh with both blade fire and spell, these marks form a bond between the subject and the force they represent, whether life, Death, Earth or Air.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is a grueling and painful process to carve a mark into a mans flesh, both very trying for the recipient, as well as the Caster himself.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;The Crafting Process:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;To craft a mark, the first process is the decision of which mark the subject will receive.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The gift of an Arcane Mark is a great one indeed, capable of enhancing the mind, body and spirit of the recipient.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Usually henceforth, the decision of which mark is carved is of both the marked and the Caster.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;To begin, the Elemental source must be represented, dependant on which mark is being carved.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For the Mark of the Earth a stone knife is used, for the mark of Fire, a burning brand and so on.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The tool used varies from Mark to Mark, the only thing that remains the same is the difficulty.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;First, many rare and special herbs, objects and ingredients must be acquired, totaling at around 500s.s. x the Character level of the recipient x the number of previous marks the recipient has.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Meaning, a character of 12&lt;sup&gt;th&lt;/sup&gt; level, and three previous marks receiving such a mark would cost approximately 18,000 Silver Stags (500 x 12 = 6,000 x 3 = 18,000).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Second, there is the time required to carve the mark.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The process as a total, take a number of Days equal to 1 for every 1,000s.s. the mark will cost – the recipients Constitution modifier (minimum of 2).&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This represent stronger and heartier peoples to hand more of the process in a smaller period of time.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This process occurs over consecutive days, for 4 hours a day.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The amount of time per day is not variable, as it is a ritualized casting of the forces of the marks power being bound into the flesh of the recipient.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If there is any interruption in the carving of the mark during the ritual, it must be begun again, and completed (requiring the full four hours again) before the setting of the sun on the same day.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If for any reason, a character fails to have the ritual performed on him for one of the required days, the magic forged into the mark is lost, becoming powerless and unusable in future marks of either the same or different types.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Thirdly, the process of having a mark carved is painful and debilitating.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;After each ritual is performed, the recipient must make both a fortitude and Will saving throw.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Fortitude Saving throw is made at a DC of 13 + 1 for every previous day the ritual was performed + 1 for every previous mark carved.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Failure to make this save results in 1D3 temporary points of Constitution Ability Damage and be nauseated for 4 hours after the ritual has ended.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;If not regenerated by the next days ritual, these points of damage are cumulative day to day, meaning lesser men, receiving greater marks can be fatal.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Will saving throw is made at a DC of 15 + 1 for every previous day of the ritual.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Failure to succeed at this saving throw results in the force of the energies within the mark pressuring the characters mind, and causing him to become &lt;i style=""&gt;Confused&lt;/i&gt; for 1D2 days.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This may and can result in the character failing to having the mark finished, causing it to become merely a horrible powerless scar.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Lastly, on the final day of the Crafting process is the Finishing ritual.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This last day of crafting lasts for a full 8 hours of the day, harness the last of the energy required, and binding it permanently to the form of the mark and the recipient.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;During this ritual, the DC for the both the Fortitude save and the Will save are increased by 2.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Additionally, every hour after the first four hours of the ritual, the character must make a Fortitude save at DC 13 +1 for every previous day of the ritual, +1 for every previous hour of the ritual for this day.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Failure to succeed at this save results in the character losing consciousness for 1D6 hours, during which time he is completely incapable of being woken up for any reason.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;The Three Costs of a Mark:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Whenever a character receives a mark, it changes them, in many ways.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Not all of these ways are positive, for the costs of this ritual and the powers it grants are steep indeed.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Every mark is therefore represented by three costs: a Feat Slot, a Secondary cost, and a Permanent Reduction.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Feat slot required for a mark to be carved works the same as any other feat.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Once spent, it may not be selected again, and you may only receive a mark if you have an available feat slot for which to pay this price.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is representative of the time and suffering required by the process, as well as the training and time required to learn to use ones marks to the fullest of there abilities.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Secondary Cost is one represented in addition to the required feat slot that the character must pay, in order to have the mark carved., this is usually in the form of either Skill points, Base attack Bonus, Base Defense Bonus, or Spell Slots.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This additional cost is marked in the Prerequisites Section of each Mark description , set under another tab.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This cost causes a benefit gained by the character on the level they gain the mark to not be gained, of which the sacrifice must be at least that listed.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For the purposes of Spell Slots sacrificed, higher level slots may be sacrificed if the character wishes.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Finally there is the Permanent Reduction.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is a penalty condition or vulnerability gained by the character, once the mark has been finished.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Each mark embraces different energies, both elemental and Planar, to power its special properties.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Thus, an aspect of the Power is granted to the recipient, along with any traits of said energy that may not be beneficial to the character.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This condition is ignored, if a mark is not finished, or in an event that a mark is removed or suppressed in any way.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;The Power of the Mark:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;An Arcane Mark is a powerful magical symbol, drawing from many aspects of magical study and theory to create and learn.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Runic magic, enchantment, Abjuration, Necromancy, and transmutation all go into the process in one way or another in both the process of creation and the final result.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Therefore, it can be said with certainty, that no Caster will learn the Art of Crafting marks without first knowledge of these aspects of magic and schools.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Arcane marks are also very complex once written, changing the aspect of the Marked in many subtle but still noticeable ways.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Those marked by the Life Mark for instance, seem full of energy and spirit, even when at rest, while those marked by air seem flighty and emotional.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Earth Marked peoples tend to develop a very still fae and roughened skin, while those touched by the Primordial energies seem almost feral even when maintaining the status quo of a genteel or courtier.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The marks leave more than just a carven symbol.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Throughout history, the Arcane mark has played a rather dramatic roll in the events of the world.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Many legendary heroes of many races and cultures were marked, as well as many nobles, kings, even great villains and debaucher’s.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;the legacy of the marked is that those the bear the ancient runes will take there place in history, one way or another it seems.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This legacy lures both the young and the ambitious to the dens of the Masters of the Craft, through few go through with the process once they realize what it entails.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" align="left" class="MsoNormalTable" style="border: medium none ; border-collapse: collapse; margin-left: 6.75pt; margin-right: 6.75pt;"&gt;  &lt;tbody&gt;&lt;tr style="height: 8.5pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;HD&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;# of Marks&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;HD&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;b style=""&gt;&lt;span style="font-size: 8pt;"&gt;# of Marks&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 7.6pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;1st&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;11&lt;sup&gt;th&lt;/sup&gt;-15&lt;sup&gt;th&lt;/sup&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 7.6pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;2&lt;sup&gt;nd&lt;/sup&gt;-6&lt;sup&gt;th&lt;/sup&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;16&lt;sup&gt;th&lt;/sup&gt;-20&lt;sup&gt;th&lt;/sup&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 7.15pt;"&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;7&lt;sup&gt;th&lt;/sup&gt;-10&lt;sup&gt;th&lt;/sup&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;Every Five Lvl&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="81" valign="top"&gt;   &lt;p class="MsoNormal" style=""&gt;&lt;span style="font-size: 8pt;"&gt;+1&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A mark is a potent magical affect, whatever kind it is.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is both a spell and in ways, a magical charm, in the manner that it possesses its own unique aura and traits.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;So Strong is the magic of a mark, that multiple marks can become conflicted and interfere with each other if the man who bears them is not of strong enough character, strength or essence.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A character may only bear a number of marks equal to the number on the following table listed and sorted by Hit Die:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;It is worth noting, that the Introductory Mark (Mark of the Ancients) does not count towards this total number of allowable marks per character.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While the mark of the Ancients does count when determining the Ritual Saving throw DC’s and the Cost of Additional Marks Received, it is merely the ‘First Step’ taken to unlock the potential within someone, and is of a universal nature, preventing confliction with other marks received.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Additionally, some individual marks are opposed or counter to other marks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These specifications will be listed in the individual Mark descriptions.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;For instance, no one may bear both a Mark of Life, and a Mark of Death.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;The Lore of Arcane Marks:&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Throughout countless centuries, the practice of carving Arcane Marks has endured.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;None can recall the origination or design that forged this tradition, so long standing has it been.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Crafters are among the most eccentric and secretive of all Magic, settling in shops both city-borne and countryside, smoky dens of the arcane, surrounded by a constant stench of burnt flesh.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Old men, young men, those that carve the flesh of man towards magical purposes are held both with the greatest respect and the highest caution, and a sensible stigma it is.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;A rare craft, even despite the powers gained to those whom receive the marks, this Craft, known to most as simply ‘Carving’ possesses likely no more than 1 or 2 practitioners in any given city, with fewer seen in more rustic areas.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Its is not a craft one begins with hesitance or trepidation in any form, and is predominated by those of age-old arcane talent turned towards both experimentation and silent exile.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Unlike most magical Crafts, the Council of Nine&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;does not acknowledge it as a valid form of either magical experimentation or craft, choosing instead to pretend the ‘Crafters’ do not exist.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Three of the nine bear marks themselves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;When a young man or woman, bent on an ambitious and adventurous lifestyle seeks a mark to be given, there are many ways to go about it.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The shops held for the practitioners of this art are never open stores, and never in plain view.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;One must first find those ’in the know’.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Then comes the arduous task of finding the available funds required to pay the ‘Crafter’, though many will accept suitable trade or services.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;b style=""&gt;Related Skill Rolls and DC’s:&lt;/b&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;DC 10 Gather Information:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A Strange Old Man live down deep in the Slums of the Local city.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Once a month, screams of utmost agony emerge from his cellar door, accompanied by a strange smoke heavy with the scent of bunt flesh&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;DC 15 Gather Information:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Strange old man is a Crafter of the Arcane Marks, the Screams are those of his clientele, undergoing the rigorous process of having a Mark carved into there flesh&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;DC 10 Diplomacy:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Convincing the Old man to talk to you, and admit his craft.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Old man will not likely share much information beyond the simple admission that he is indeed capable of Crafting Marks.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;DC 20 Gather Information:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;One of the Mans recent client is recovering from the Ordeal in a local tavern.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He was found senseless in the street, ranting to himself in tongues and grasping his bloody and raw chest.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;DC 25 Knowledge (Local):&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Old mans client are all walk in clients, as none are willing to recommend his services, even despite potential beneficial results, so great is the ordeal.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;DC 30 Spell-Craft:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Upon examining his work, you can discern the tools likely used and the form the ritual took from gasped memories of the client.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The old mans likely caster level and type of mark crafted can be determined.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;DC 40 Gather Information:&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Old man practices his art from an ancient tome said to be made of human flesh.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Local wizards and students avoid his parlor and are restricted from taking his services or counsel.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;The Crafter’s Themselves:&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;An arcane art, crafting of the marks is rarely taught and rarely pursued.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Only the most intense of students of both the Transmutation and necromancy schools every cross paths with this lore on a regular basis.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Taught only from Master to Apprentice, this tradition has maintained a shadowy and secretive nature for many years, and seems bent on maintaining itself as the most rare and obscure of arts.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Rituals themselves of learning to create arcane marks vary in components, nature and practice greatly, of the Higher levels of castings.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There costs are variable with the power of the creature to be inscribed with the mark, and remain both costly and difficult a procedure for the Crafter’s.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;The Rituals themselves maintain within the &lt;/span&gt;&lt;st1:place&gt;&lt;st1:placename&gt;&lt;span style="font-size: 8pt;"&gt;Transmutation&lt;/span&gt;&lt;/st1:placename&gt;&lt;span style="font-size: 8pt;"&gt; &lt;/span&gt;&lt;st1:placetype&gt;&lt;span style="font-size: 8pt;"&gt;School&lt;/span&gt;&lt;/st1:placetype&gt;&lt;/st1:place&gt;&lt;span style="font-size: 8pt;"&gt;, with certain marks also requiring the Necromancy school in alternative.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The Individual Elements are specific to each mark, as is the precise level of the spells (they are in fact Single Level spells all).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;It is strongly recommended that all practitioners of this art remain Non-Player-Characters, as this art could be strongly abused both by Munchkins and Rules-lawyers.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The art itself is strongly opposed in conventional society, and remains chiefly ignored, deposed or in opposition to cultural norms.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Such should remain the case.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span style="font-size: 10pt;"&gt;The Marks Themselves:&lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Though many and more exist, the chiefly known marks are as listed on the following chart.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;These marks are the only ones listed in this summary, though more will be released in later installments with additional rules on crafting, manipulation and rules&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;table cellspacing="0" cellpadding="0" border="1" class="MsoNormalTable" style="border: medium none ; margin-left: 0.2in; border-collapse: collapse;"&gt;  &lt;tbody&gt;&lt;tr style="height: 5.35pt;"&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of the Ancients&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of the Fae&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 9.25pt;"&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of Fire&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of the Titans&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 9.25pt;"&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of the Wind&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Hellish Mark&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 9.25pt;"&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of Earth&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of the Heavens&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 9.25pt;"&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of the Waves&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of Life&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style="height: 9.25pt;"&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Primordial Mark&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td width="162" valign="top"&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;Mark of Death&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;span style=""&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;Most important of these marks is that of the Mark of the Ancients.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It is known as the Introductory Mark.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This is because it must be the first mark carved, to unlock a person potential to receive future marks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;No other mark may be carved unless a person already possesses a Mark of the Ancients.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;This mark is always scribed on the Characters Stomach, usually around the Belly-button area.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:8850</id>
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    <title>ACTION POINTS</title>
    <published>2007-04-15T13:39:04Z</published>
    <updated>2007-04-15T13:40:00Z</updated>
    <category term="combat"/>
    <category term="feats"/>
    <category term="rules"/>
    <lj:music>Safety Dance</lj:music>
    <content type="html">Action Points                    .&lt;br /&gt;	Action Points give the character’s a means of affecting gameplay in significant ways, by improving important rolls or unlocking special abilities.  Each character has a limited number of Action Points, and once an Action point is spent, its gone for good.&lt;br /&gt;&lt;br /&gt;ACQUIRING ACTION POINTS&lt;br /&gt; 	The number of action points a character starts with is determined by a roll, of a die size as according to the character’s level, as listed in the Base Progression.  At the beginning of any given adventure, the character rolls said die, Adds ½ his/her level to said roll(rounded down), and adds any bonus due to feats or special ailities to determine the number of action points he/she will have in the action point pool.&lt;br /&gt;Every time a character begins a new adventure or scenario (as determined by the GM) the character re-rolls action points to be added to his/her action point pool for that adventure.  Additionally, should a character level up, he/she may also roll there action point total again, trading in previous action points during the adventure, representing the renewed knowledge and vigor gained through advancement.&lt;br /&gt;The number of action points a character gains is determined by a die roll, as determined by level as follows:&lt;br /&gt;&lt;br /&gt;Lvl.	Die rolled	Lvl.	Die Rolled&lt;br /&gt;1st-4th	1D6	16th-20th	1D12&lt;br /&gt;5th-9th	1D8	21st +	1D20&lt;br /&gt;10th-15th	1D10		&lt;br /&gt;So, for instance, a 1st level character, would roll 1D6 and add ½ his character level (rounded down) of 0.&lt;br /&gt;Whereas an 8th level character would roll a D8, and add ½ his level of 4, totaling at 1D8 +4 action points.&lt;br /&gt;&lt;br /&gt;	Many feats and abilities exist that alter the number of action points a character gains.  As Action points are an optional system, all player’s should ask GM permission before taking such feats, as Action points may or may not be used with any specific game, as well as the fact that the action point system may be revivsed for such adventures to accommodate either greater or lessened dramatics.&lt;br /&gt;&lt;br /&gt;USING ACTION POINTS&lt;br /&gt;	You can spend 1 Action Point either to add to a single D20 roll, Use a special ability, or too improve the use of a feat.&lt;br /&gt;	You can spend up a number of action points in a round equal to onefor every 3 character levels.  Meaning that a character 1st or 2nd level may spend 1, a character 3rd-5th may spend 2, a character 6th-8th may spend 3 and so on.  This number is l;isted in the Base Progression table.  You may not spend more than 1 action point on any specific roll or special ability in any given round reguardless of how many you have or may spend in any given round.&lt;br /&gt;&lt;br /&gt;Add to a Roll&lt;br /&gt;	When you spend 1 action point to improve a D20 roll, you add the result of a 1D6 roll to your D20 roll (including attack rolls, saves, checks or any other roll of a D20) to help you meet or exceed the target number.  You may declare the use of an action point after the D20 roll is made, or before, but it must always be before the GM declares the result of that roll.  You cant use an action point to alter the result of a D20 roll when you are taking 10, or when you are taking 20.&lt;br /&gt;	Depending on character level (see table below), a character might be able to roll more than one D6 when when he spends 1 action point.  If so, apply the highest result and disreguard the other rolls.  A 15th level character, for instance, gets to roll 3D6 and take the best of the 3.  So, if he rolled 1, 2, and 4, he would apply the 4 to his D20 roll.&lt;br /&gt;&lt;br /&gt;Character Level	Action Point Dice Rolled&lt;br /&gt;1st-7th	1D6&lt;br /&gt;8th-14th	2D6&lt;br /&gt;15th-20th	3D6&lt;br /&gt;&lt;br /&gt;Special Actions&lt;br /&gt;	A character can perform certain tasks by spending an action point.  In addition to the actions described below, some prestige classes or feats (see Below) might allow the expenditure of action points in order to gain or activate special abilities, at the GM’s discretion.&lt;br /&gt;	Activate Class Ability:  A character can spend 1 action point to gain another use of a Class Ability that has a limited number of uses per day.  For Example, a Warmain might spend an action point to gain another use of his/her Crushing Blow ability, or an Unfettered might spend an action point to gain another use of his Burst of Speed ability.&lt;br /&gt;	Avoid Death:&lt;br /&gt;Boost Defense:  A character can spend 1 action point as a free action when fighting defensively.  This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in tumble).&lt;br /&gt;	Emulate Feat:  At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have.  He must meet the prerequisites of the feat.  He gains the benefit until the beginning of his next turn.&lt;br /&gt;	Extra Attack:  During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest Base Attack Bonus(BAB).  Action points may be used in this way with both melee and ranged attacks.&lt;br /&gt;	Spell Boost:  A character may spend 1 action point as a free action to increase the effective Caster Level (CL) of one of his spells by 2.  He must decide whether or not to spend an action point in this manner before casting the spell.&lt;br /&gt;	Spell Recall:  Spell-casters who prepare there spells in advance can spend 1 action point to recall any spell just cast.  The spell can be cast again later with no effect on other prepared spells.  This use of an action point is a free action and can only be done in the same round in which the spell is cast.  Spontaneous spell-casters, such as Bards and Sorcerers, can cast a spell without using one of there daily spell slots.  The use of this action point is a free action and can only be done as the spell is being cast.&lt;br /&gt;	Stable:  Any time a character is dying, he can spend 1 action point to become stable at his current Hit Point Total (HPT).&lt;br /&gt;Improving Feats&lt;br /&gt;	The use of Action Points opens up a whole range of possible Feats.  However, its easier on characters to simply improve existing Feats to take advantage of Action Pointsthat way, Characters needn’t spend there precious feat slots just to gain the use of there Action Points.  Below are a few examples of How Action Points can be used with existing Feats.  Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.&lt;br /&gt;	Blind-Fight:  You can spend 1 action point to negate your miss chance for a single attack.&lt;br /&gt;	Combat Expertise:  You can spend 1 action point to double the bonus to Armour Class (AC) granted by the feat.  For Example, if you take a penalty of -3 on your attack roll, you gain a +6 bonus to AC.&lt;br /&gt;	Dodge:  You can spend 1 action point to increase the dodge bonus granted by by the feat to +4.  The Effect lasts for the entire encounter.&lt;br /&gt;	Great Fortitude:  You can spend 1 action point to Increase the Fortitude Save Bonus granted by the feat to +4.  The effect lasts for the entire encounter.  &lt;br /&gt;	Note:  This Ruling may be used for similar feats of Lightning Reflexes and Iron Will.&lt;br /&gt;	Improved Critical:  You can spend 1 action point to double your critical threat Range.   Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat.  This benefit stack with the benefit from Improved Critical, but not with other benefits that increase Threat Range.   &lt;br /&gt;	Improved Initiative:  You can spend 1 action point to double the bonus granted on Initiative checks by this feat, from +4 to +8.&lt;br /&gt;	Improved Trip:  You can spend 1 action point to double the bonus granted on Trip Attempts by this Feat, from +4 to +8.  The use of an action point in this manner is a free action, and must be declared before the trip attempt is rolled.&lt;br /&gt;	Note:  This Ruling may be used for feats with a similar Format or type such as Improved Disarm, Improved Bull Rush, Improved Overrun, or Improved Sunder.&lt;br /&gt;	Many Shot:  You can Spend 1 action point to Halve the penalty to attack rolls applied for using this feat.  For Example, the penalty for firing two arros simultaneously is reduced from -4 to -2.  the penalty for three arros from -6 to -3, and for four arrows from -8 to -4.&lt;br /&gt;	Power Attack:  You can spend 1 Action Point to double the bonus on damage rolls granted by this feat.  For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll (or +12 if using a two-Handed weapon)&lt;br /&gt;	Quick Draw:  You can spend 1 action point to instead draw a weapon as an immediate action.  This is a non-action, simply a declared use.&lt;br /&gt;	Weapon Finesse:  You can spend 1 action point to add your dexterity bonus to damage rolls as well as attack rolls when using a weapon affected by this feat.  When used in this way, you Dexterity modifier replaces your strength modifier on weapon damage rolls, it doesn’t stack.&lt;br /&gt;	Weapon Specialization:  You can spend 1 action point to double the bonus granted on damage rolls by this feat from +2 to +4.&lt;br /&gt;	Note:  this ruling may be used on similar feats of this chain or the Weapon Focus Feat Chain such as Weapon Focus, Greater Weapon Focus, Greater Weapon Specialization, Melee Weapon Mastery, Ranged Weapon Mastery, Epic Weapon Focus, and Epic Weapon Specialization.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:8595</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/8595.html"/>
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    <title>The Koala is the Drunken Irish Ninja of the Animal Kingdom</title>
    <published>2007-04-15T10:40:27Z</published>
    <updated>2007-04-15T10:43:48Z</updated>
    <content type="html">&lt;img src="http://upload.wikimedia.org/wikipedia/commons/1/17/Koala_111.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;He's Coming for you...&lt;br /&gt;Can you feel it?  The cold sharp talons, black and unfeeling?  the Gentle brush of downy fur, tickling at your backside, and fluffy and puffy white ears gently sliding past your ankles?  He dances from tree to tree, the stink of alcoholic eucalyptus fresh on his breath, the bark of tree grinding under his small grip, like that of poorly marketed action figure featuring a supposedly-Kung-Fu-vice-like-throttling-ability-but-more-resembles-that-of-a-limp-fish-noose-and-no I-dont-mean-the-kind-that-can-be-cured-with-viagra-and-some-ingenious-positioning.&lt;br /&gt;He'll drink all day, fight like a frothy demon with penis issues and still have time to climb in your daughters windows and give her something to hang her towel's on.&lt;br /&gt;He IS, the KOALA!!!!</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:8421</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/8421.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=8421"/>
    <title>misc rules</title>
    <published>2007-02-22T20:24:37Z</published>
    <updated>2007-02-22T20:24:37Z</updated>
    <category term="skills"/>
    <category term="rules"/>
    <content type="html">Falling&lt;br /&gt;	A Falling character suffers damage from either the fall itself, or from hitting the ground, dependant upon how far he or she falls.  The Falling damage from hitting the ground is 1D6 per every 10 feet fallen.  If the fall would cause more than 100D6 of falling damage, for every 10 feet greater than 1000 feet fallen, the Character or creature takes 1D6 damage from the fall itself, measuring the impact and friction of being buffeted through the air.  The character or creature may attempt a Tumble Skill Check to decrease the relative amount of distance fallen, at a DC of (15+ 5 for every 10 feet above 10 feet).  A successful check reduces the fall by 10 feet.  Multiple checks can be made during a single fall, and bonuses and penalties are cumulative.&lt;br /&gt;                Fire&lt;br /&gt;	Characters at risk of catching fire are normally allowed a Reflex saving throw (DC 15) to avoid this fate.  If a characters clothes or hair catch fire, he or she takes 1D6 points of Fire damage immediately.  In each subsequent round, the burning character must make another Reflex saving throw.  Failure means he or she takes another 1D6 points of fire damage that round.  Success means that the fire has gone out.  (this is, once the character succeeds at the saving throw, he or she is no longer on fire.)&lt;br /&gt;	A character on fire may automatically extinguish all normal flames by jumping into enough water to douse the flames.  If no body of water is at hand, rolling around on the ground, or smothering the flames with cloaks or the like allows the character another save with a +4 circumstance bonus.&lt;br /&gt;	Thos unlucky enough to have there clothes or equipment catch fire must make a Reflex saving throw for each item.  Flammable items that fail sustain the same amount of damage as the character.  Fire is Aggravated Damage, or Burning Damage, and as such bypasses a characters shock value.  However, in the instance of a character on fire and Shocked by said damage, the resulting condition is Panicked in place of Stunned.&lt;br /&gt;                Suffocation and Drowning&lt;br /&gt;	A character who has no air to breath can hold his or her breath for 2 rounds per point of Constitution modifier.  After this period of time, the character must make a Constitution check (DC 10 + 1 per each previous check) in order to continue holding his or her breath..  this save must be repeated each round.&lt;br /&gt;	When the character fails one of these Constitution checks, he or she begins to suffocate.  In the first round, he or she falls unconscious (0 Hp.).  In the following round, he or she drops to -1 Hit Points and is dying.  In the third round, the character suffocates.&lt;br /&gt;	A character can easily breath for six hours in a sealed chamber measuring 10 feet in each dimension.  After that time, the character takes 1D6 points of non-lethal damage every 15 minutes.  Each additional character or significant fire source proportionately reduces that time the air will last.  Thus, two people can last 3 hours, after they each take 1D6 points of non-lethal damage every 15 minutes.  If they have a torch, the air runs out in only 2 hours.&lt;br /&gt;&lt;br /&gt;hock Value:                                    .&lt;br /&gt;	A Characters Shock Value is equal to his or her Constitution Score (not Modifier).  If a character suffers an amount of damage greater than his or her Shock Value, there is a danger that the character will be stunned, or seriously injured.  Lethal Damage, such as from an arrow or knife, can result in continued bleeding and festering of a wound.  Non-Lethal Damage does not result in continued blood loss, but may still result in the character being stunned.&lt;br /&gt;                 SHOCK&lt;br /&gt;	If a character suffers more damage from a single attack than his or her Shock Value, he or she must make a Fortitude save vs. a DC of 10 +1 per point of damage inflicted above the Character’s Shock Value.  If the Check Fails, the Character is Stunned, and will drop to the ground.  He or she will also let go of anything he or she is holding.  The attack does not have to break the skin (Non-Lethal damage causes this condition as well).&lt;br /&gt;	The Character Incapacitation will last for 1 round for every integer of 5 by which the save was failed (rounded down), to a minimum of 1.  An incapacitated character is effectively out of action, either knocked out or awake but still immobilized by pain or shock.  He or she may not take any offensive, defensive, or non-combat actions.  The duration of incapacitation from multiple failed saves from several injuries occurring in a short period of time is cumulative.&lt;br /&gt;             Shock Recovery (Optional)&lt;br /&gt;	Normally, Characters only recover from shock after a number of rounds equal to the amount by which they failed there fort save divided by 5.  GM’s may wish to give characters a chance to recover every round, however.  In this case, during the characters Initiative, he or she should roll a Fort save.  The DC of this save is 15 + the amount by which they failed the initial Fort save to resist Shock.  This DC decreases by 1 every round, until the character makes the Fortitude save or the amount of time has passed.  The character cannot take a standard of full round action on the round he recovers, but the character may take a move action (or simply play dead).  During his or her next initiative, he or she can act normally.&lt;br /&gt;             Serious Injury&lt;br /&gt;	A character that suffers more damage than his or her shock value from an attack that causes lethal damage has taken a serious injury.  A character who suffers a serious injury loses one additional Hit Point every round he or she remains in combat  until given successful First Aid (even if the character makes a successful for save to resist shock).  If the character is no longer in combat or performing any other strenuous activity (whether because he or she is unconscious or for any other reason stops fighting), he or she loses one hit point every minute instead of every round.  A character who decides to stop fighting (and has no opponents targeting him or her) is considered out of combat.&lt;br /&gt;	A seriously injured character who has received a battle field dress will lose one hit point every  hour until he or she undergoes successful surgery.  Thus, a character who is badly hurt might die because of shock and internal injuries before he or she can be stabilized.  A character can suffer multiple serious injuries.  If so, each must be treated separately, and Hit Point loss is cumulative.&lt;br /&gt;            Treatment for Serious Injuries&lt;br /&gt;	If a character suffers a serious injury he or she will lose one hit point every round (or every minute if out of combat) until treated.  This requires a successful Heal (physic) check against DC 15 + 2 per serious injury suffered, and takes a full round action; several tries can be made until successful.  If the character is trying to dress his or her own wounds they take a -4 penalty.&lt;br /&gt;	Just stopping the bleeding through a field dress is not enough however – it only slows the Hit Point Loss.  As mentioned before, a serious injury that is treated will still result in the loss of one additional hit point every hour until the character undergoes more serious treatment.  This requires a Heal (surgery) check against a DC of 17 + 2 per serious injury suffered.  There is no penalty if performed in a clean, dry location with suitable equipment available, but a -4 penalty applies if it is performed with a less than adequate facility (for example, using incomplete or inadequate tools or inadequate location) or a -8 if performed with completely improvised equipment (for example, if in a dank dungeon with only what can be found nearby).  Each attempt will take 10 minutes +10 minutes per serious injury suffered, at least.  Success stabilizes the patient while failure does nothing.  On the role of a natural 1 on the Heal check results in an increase in the severity of the condition, and the patient will begin to bleed out, losing 1 hit point every round until a successful battlefield dress is again applied.  Another try is possible when performing surgery.&lt;br /&gt;	Optionally, a character who has been badly injured (negative hit points) because of cumulative hit point loss may also require treatment, even if he or she did not suffer serious injury.  This may be dependant on the nature of the injuries – someone who was badly burned may be in worse condition than someone who was beaten up.  The GM can rule that keeping the character alive until he or she can properly be treated requires a successful Heal (physic) Skill check and that full recovery (at doubled healing rate) will require a Heal (surgery) skill check.&lt;br /&gt;eath and Dying                              .&lt;br /&gt;	Total loss of hit points can cause a character to pass out or die.&lt;br /&gt;                  Disabled&lt;br /&gt;	Should a characters hit points drop exactly to 0, he or she is disabled.  The character can barely function, moving slowly and taking no strenuous actions.  The character can only take a single move or standard action each turn (but not both, nor can the character take full-round actions).  The character can take move actions without further injury, but if he or she takes any Standard actions (or any other strenuous actions) the character takes 1 point of damage after completing the act.  If this reduces the character to -1 hit points or lower, he or she then falls unconscious and is dying.  If the character is able to raise his or her Hit points above 0, he or she can then function normally.&lt;br /&gt;                  Dying&lt;br /&gt;	Should a character’s Hit Points ever drop below 0, he or she has suffered a severe wound and is dying.  A dying character immediately falls unconscious and can take no actions.  A dying character loses 1 hit point every round.  Additionally if the character received a serious injury , he or she may bleed more quickly.&lt;br /&gt;                Death&lt;br /&gt;	If a character is reduced to -10 Hit Points, he or she has suffered a mortal wound and will die.  The GM may allow the character to linger long enough to say a few last words or perform some other, final heroic action.  Otherwise, when a character reaches -10 Hit Points, he or she dies.&lt;br /&gt;ecovery                                           .&lt;br /&gt;	A character who has suffered hit point loss due to damage may heal naturally.&lt;br /&gt;		Recovering Hit Points&lt;br /&gt;	Hit Points regenerate at a rate of 1 Hit point per Character Level +1 hit point per point of constitution Modifier (to a minimum of 1 Hit point per day), for each full nights rest of 8 or more hours.  If the Character remains and rests for a full day (24 hours), the rate increases to two times the characters level + the Characters Constitution Modifier.  The Healing rates is increased to 1.5 times normal (whether in the case of 8 hour rest, or 24 hour rest) if the Character is under the care of someone with the heal skill, whom makes a successful heal check at a DC of 15 + 1 per serious injury the character suffers from.  This healing rate is halved however, in the instance of a time period spent without rest.  For Example, a combat ends, and a character is wounded from the combat.  Instead of resting immediately, he or she continues marching through the wilds for the following 8 hours.  Assuming any serious injuries taken by said character have had surgery successfully performed on them, and thus are no longer inflicting hit point damage, said character does begin to heal at an albeit slower rate.  In this example, it would be Character level + Constitution Modifier multiplied by one-half, for every 8 hours of non-strenuous activity.  For strenuous or severely strenuous activities, the Injuries may in fact re-open or further loss of Hit Points may occur, at the GM’s discretion.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:8189</id>
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    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=8189"/>
    <title>Channeler</title>
    <published>2006-01-13T14:54:32Z</published>
    <updated>2006-01-13T14:54:32Z</updated>
    <category term="magic"/>
    <category term="classes"/>
    <category term="channeler"/>
    <category term="rules"/>
    <content type="html">Lvl	BA	BD	Fort	Ref	Will	Special	Primal	Invocations&lt;br /&gt;1	0	2	1	1	2	Primal Energy (aligned), Mage-Sight, ALC	+1D6	2&lt;br /&gt;2	1	2	2	2	3	BMF, 	+1D6	3&lt;br /&gt;3	2	3	2	2	3	Ability Increase (+1)	+1D6	3&lt;br /&gt;4	3	3	3	3	4	Aligned Ability	+2D6	4&lt;br /&gt;5	3	3	3	3	4	BMF, Invocations (Lesser)	+2D6	5&lt;br /&gt;6	4	4	3	3	5	Counter-Spell	+2D6	5&lt;br /&gt;7	5	4	4	4	5	Slow Aging, Aligned Ability	+3D6	6&lt;br /&gt;8	6	4	4	4	6	Ability Increase (+1)	+3D6	7&lt;br /&gt;9	6	5	5	5	6	BMF	+3D6	7&lt;br /&gt;10	7	5	5	5	7	Aligned Ability, Invocations (Greater)	+4D6	8&lt;br /&gt;11	8	5	5	5	7	Energy Resistance (5)	+4D6	9&lt;br /&gt;12	9	6	6	6	8	Absorb Affect	+4D6	9&lt;br /&gt;13	9	6	6	6	8	BMF, Aligned Ability	+5D6	10&lt;br /&gt;14	10	6	7	7	9	Ability Increase (+1)	+5D6	11&lt;br /&gt;15	11	7	7	7	9	Energy Resistance (10), Invocations (Divine)	+5D6	11&lt;br /&gt;16	12	7	7	7	10	Aligned Ability	+6D6	12&lt;br /&gt;17	12	7	8	8	10	BMF	+6D6	13&lt;br /&gt;18	13	8	8	8	11		+6D6	13&lt;br /&gt;19	14	8	9	9	11	Aligned Ability	+7D6	14&lt;br /&gt;20	15	8	9	9	12	Ability Increase (+1), Invocations (Legendary)	+7D6	15&lt;br /&gt;21	15	9	9	9	12	BMF	+7D6	15&lt;br /&gt;22	16	9	10	10	13	Aligned Ability	+8D6	16&lt;br /&gt;23	17	9	10	10	13	Energy Resistance (15)	+8D6	17&lt;br /&gt;24	18	10	11	11	14		+8D6	17&lt;br /&gt;25	18	10	11	11	14	BMF, Aligned Ability, Ascension	+9D6	18&lt;br /&gt;	Skill Points Per Level:  4 + Int. Mod.; (4 + Int. Mod.) x 4 at 1st level&lt;br /&gt;	Class Skills:  Bluff (Cha.), Diplomacy (Cha.), Intimidate (Cha.), Sense Motive (Wis.), Climb (Str.), Balance (Dex.), Hide (Dex.), Knowledge (religion)(Int.), Knowledge (royalty and Nobility)(Int.), Knowledge (arcane)(Int.), Profession (any)(Int.), Craft (Any)(Int.), Ride(Dex.), Handle Animal(Cha.), Apothecary(Wis.), Vision(Wis.), Mage-Sight(Int.).	Hit Die:  D6&lt;br /&gt;	Special Abilities:&lt;br /&gt;	Weapon and armour Proficiencies:  Channeler’s begin with proficiency in Light armour, and shields.  They also begin play with the Simple Weapons Weapon Group Feat, and any other two Weapon group feats of there choice.&lt;br /&gt;	Primal Energy:  The first ability that a channeler learns, s that of using Primal Energy.  A channeler channels the pure and primordial energy of the divine into bolts of light that he may fling at his foes.  A blast of Primal energy, is a ranged attack with a range of 60 feet.  It allows no saving throw.  A Primal Energy Blast deals 1D6 damage at 1st level, progressing to 2D6 at 4th level and increasing another D6 every three levels thereafter as shown above.  A Primal Energy Blast is the equivalent of a spell of level equal to one half the Channeler’s class level with a minimum spell level of 1st, and a maximum spell level of 9th.  A Blast of Primal energy is subject to spell resistance, and all effects such as Spell Penetration feat and similar effects do add a bonus to it to overcome spell resistance.  A Primal Energy Blast deals half damage to objects.  &lt;br /&gt;	Mage-Sight:  See the mage-sight skill description&lt;br /&gt;	Alignment Based Casting (ALC):  Beginning at 1st level, a Channeler is dedicated to the mystic and divine powers that gift him with his special power’s.  Therefore, from that 1st level, the Channeler must select either Heaven or Hell, as the plane to which he dedicates his cause.  The exact nature of each individuals deal with said sources of power are greatly variable, and should be specified between GM and player.  This restriction is however, simply one of Alignment.  Heaven being good, all characters dedicated to Heaven must maintain a good alignment, and failure to do so is at the expense of the Primal Energy, Energy Resistance, Aligned Abilities, and capability to cast Invocations.  Hell being Evil, all characters dedicated to Hell must maintain an evil alignment and failure to do so is at the expense of he Primal Energy, Energy Resistance, aligned abilities, and the capabilities to cast invocations.&lt;br /&gt;	Bonus Mystical Feat:  Every time you gain this ability you may select any Mystical feat allowed and specified on the Channeler’s Feat List which will be specified in the Feats Chapter.&lt;br /&gt;	Ability Increase:  Beginning at 3rd level, then again at 8th, 14th, and 20th levels, you may add a permanent +1 to any ability choice, determined by your alignment association determined at 1st level.  The alignment associations are thusly:&lt;br /&gt;		Heavenly Associations:  Dexterity, Constitution, Wisdom, Charisma.&lt;br /&gt;		Hellish associations:  Strength, Constitution, Intelligence, Charisma.&lt;br /&gt;	Aligned Abilities:  As a Channeler progresses in level, his gifts from on high or down low begin to evolve into more Individual routes.  Beginning at 4th level, and every three levels thereafter, he may select one ability from the following the lists.  A Heavenly Channeler may select any of the good aligned abilities, and a Hellish Channeler may select any of the Evil aligned abilities.&lt;br /&gt;	Invocations:   Channeler does not cast spells as other wielders of arcane magic do.  Instead, he possesses a repertoire of magical attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul.  Invocations come in three categories:  Effects, Rotes, and Rites.&lt;br /&gt;	Effects are individual, and low-power effects that the Channeler can use any number of times per day as a spell like ability.  Using an effect is a standard action, that provokes an attack of opportunity.  An effect can be disrupted, just as a spell can be ruined during casting.  A Channeler is entitled to a concentration check, to successfully use an invocation when struck by an attack.  A Channeler can choose to cast defensively, making a concentration check to avoid provoking an attack of opportunity.  A Channeler’s effects are subject to spell resistance unless otherwise noted in there description, and a Channeler’s caster level with his invocations is equal to his level in the Class. &lt;br /&gt;	Rotes are middle powered invocations that the Channeler can use a specified number of times per day as listed under the Rotes description.  Using a Rote is a standard action unless other wise noted in the description, and provokes an attack of opportunity.  A Rote can be Disrupted, just as a spell can be ruined during casting.  A Channeler is entitled to a Concentration heck to successfully use a Rote when struck in combat.  A Channeler can also choose to cast a Rote defensively, making a concentration check to avoid provoking attacks of opportunity.  A Channeler’s Rote’s are subject to Spell Resistance, unless otherwise noted in there description, and a Channeler’s caster levels is equal to his level in this class.&lt;br /&gt;	Rites are the most high-Powered invocations in the Channeler’s repertoire.  Rites, unlike both Effects, and rotes, are inwardly focused, granting the warlock one or more abilities when selected.  The effects of a Rite are permanent, and become a natural and living portion of the Channeler, possibly going so far as to change type, Hit Die, or relevant statistics.  Once selected, a Rite may not be changed.&lt;br /&gt;	Counter-Spell:  As a channeler grows in power, his ability to manifest his effects in an arcane manner progresses as well, until he reaches the point where his sorcerous gifts closely resemble spells in there own right.  Thusly, a Channeler may attempt to Counterspell an arcane casters spells, in the standard manner, using his effect abilities in place of a spell.  Only Effects, of the three available types of Invocations, may be used in this way.  The Counterspell is performed in the same manner, requiring the Sacrificed Effect be of similar Affinity make-up, and of comparable level or greater, as listed under the Invocations description.  To Perform the Counterspell, the Channeler must make a Caster level check as per normal.&lt;br /&gt;	Slow Aging:  As a Channeler embraces magic, it also embraces him, enchanting his form and channeling life and energy into his chronological path.  With this greater access to the very primordial building block of life, the Channeler becomes a slightly beyond human or other racial being, something much more complex.  The only numeric effect of this is his life span.  After gaining this ability at 4th level, he now only ages one year for every number of years lived equal to his level in Channeler.  This ability and class level stack with all other such abilities granted by spell-casting classes that also slow down aging.&lt;br /&gt;	Energy Resistance:  Gifted by the gods, and the power they represent, Channeler’s gain many varied abilities as they grow in power.  Beginning at 11th level, then increasing at 15th, and 23rd levels, the Channeler gains a bit of Immunity to energy types associated with there Divine Sponsors.  The Energy associations avail are as follows:&lt;br /&gt;		Heavenly Associations:  Fire, Shock, Bludgeoning, Cold&lt;br /&gt;		Hellish Associations:  Fire, Shock, Slashing, Corruption&lt;br /&gt;	Absorb Affect:  This Channeler ability allows the dispelling of effects already in place such as runes, wards, bindings, and what-not.  To dispel such an effect, the Channeler touches his hand against the location the effect is represented, The using at least on daily use of a Rote he knows, of equivalent level to the effect, then rolls caster level. if his caster level exceeds that of the effect, it is dispelled, or treated as having Dispel Magic cast upon it (Possibly merely temporarily surpressing the effect in some instances).  If the level of his Rote is insufficient to dispel the effect, he may try again, however he does use that daily use of the Rote.&lt;br /&gt;	Ascension:  Type Changes to outsider, gains immunity to charms, compulsions, and other spells and effect which specifically target humanoids.  Gains DR 10/Good or evil dependant upon alignment type selected.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:7756</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/7756.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=7756"/>
    <title>yeah, just a small note for the future and past.</title>
    <published>2006-01-12T23:25:26Z</published>
    <updated>2006-01-12T23:25:26Z</updated>
    <content type="html">for those people interested in actually reviewing and or sorting through my posts which may be chock full of info on some significance, I do use tags on all my rules posts.  in fact, on all my posts.  so please use them and check up dates on posts which I have noted will be expanding over time.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:7657</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/7657.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=7657"/>
    <title>Reputation and Influence numerics</title>
    <published>2006-01-11T02:05:04Z</published>
    <updated>2006-01-11T02:13:07Z</updated>
    <category term="reputation"/>
    <category term="influence"/>
    <category term="rules"/>
    <content type="html">Lvl.	&lt;br /&gt;1:+1/+1/-/-	&lt;br /&gt;2:+1/-/+1/-	&lt;br /&gt;3:+1/+1/-/+1&lt;br /&gt;4:+1/-/-/		&lt;br /&gt;5:+1/+1/+1-/-	&lt;br /&gt;6:+1/-/-/-		&lt;br /&gt;7:+1/+1/-/+1&lt;br /&gt;8:+1/-/+1/-	&lt;br /&gt;9:+1/+1/-/-		&lt;br /&gt;10:+1/-/-/-		&lt;br /&gt;11:+1/+1/+1/+1&lt;br /&gt;12:+1/-/-/-		&lt;br /&gt;13:+1/+1/-/-		&lt;br /&gt;14:+1/-/+1/-	&lt;br /&gt;15:+1/+1/-/+1&lt;br /&gt;16:+1/-/-/-		&lt;br /&gt;17:+1/+1/+1/-	&lt;br /&gt;18:+1/-/-/-		&lt;br /&gt;19:+1/+1/-/+1&lt;br /&gt;20:+1/-/+1/-	&lt;br /&gt;21:+1/+1/-/-		&lt;br /&gt;22:+1/-/-/-		&lt;br /&gt;23:+1/+1/+1/+1&lt;br /&gt;24:+1/-/-/-		&lt;br /&gt;25:+1/+1/-/-		&lt;br /&gt;&lt;br /&gt;Noble:1	&lt;br /&gt;Rune-Knight, Channeler, Unfettered:  2	&lt;br /&gt;Fighter, Practitioner, Rogue:  3	&lt;br /&gt;Ranger, Sorcerer, Druid, Monk, Warmain:  4&lt;br /&gt;&lt;br /&gt;Character Class / Influence points per level:&lt;br /&gt;Fighter:	2 + Charisma Mod.&lt;br /&gt;Ranger:	4 + Charisma Mod.&lt;br /&gt;Unfettered:	4 + Charisma Mod.&lt;br /&gt;Warmain:	2 + Charisma Mod.&lt;br /&gt;Practitioner:	6 + Charisma Mod.&lt;br /&gt;Sorcerer:	4 + Charisma Mod.&lt;br /&gt;Channeler:	6 + Charisma Mod.&lt;br /&gt;Druid:	4 + Charisma Mod.&lt;br /&gt;Noble:	8 + Charisma Mod.&lt;br /&gt;Monk:	2 + Charisma Mod.&lt;br /&gt;Rogue:	6 + Charisma Mod.&lt;br /&gt;Rune-Knight:	4 + Charisma Mod.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:7077</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/7077.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=7077"/>
    <title>Weapons (yay)</title>
    <published>2006-01-06T02:10:28Z</published>
    <updated>2006-01-06T02:10:28Z</updated>
    <category term="equipment"/>
    <category term="combat"/>
    <category term="weapons"/>
    <category term="rules"/>
    <content type="html">Weapon	Cost	DMG(S)	DMG(M)	Threat	Range	Weight	Group	Type	Size&lt;br /&gt;Gauntlet	33	1D2	1D3	X2	Melee	3	W	B	light&lt;br /&gt;Unarmed Strike		1D2	1D3	X2	Melee	-	-	B	Light&lt;br /&gt;Dagger	20	1D3	1D4	19-20/X2	10’	1	W	S+P	Light&lt;br /&gt;Dagger, Punching	25	1D3	1D4	19-20/X2	Melee	2	L	P	Light&lt;br /&gt;Sickle	17	1D4	1D6	X2	Melee	2	W	S	Light&lt;br /&gt;Gauntlet, Spiked	37	1D3	1D4	X2	Melee	4	H	B+P	Light&lt;br /&gt;Mace, light	29	1D4	1D6	X2	Melee	4	H	B	Light&lt;br /&gt;Handaxe	14	1D4	1D6	X3	10’	3	A	S	Light&lt;br /&gt;Kukri	27	1D3	1D4	18-20/X2	Melee	2	L	S	Light&lt;br /&gt;Sap	9	1D3	1D4	X3	Melee	3	O-E	B	Light&lt;br /&gt;Shield, Light	-	1D2	1D3	X2	Melee	-	I	B	1-hand&lt;br /&gt;Spike armour	-	1D4	1D6	X2	Melee	-	-	P	1-hand&lt;br /&gt;Spiked Shield, Light	-	1D3	1D4	X2	Melee	-	I	B+P	1-hand&lt;br /&gt;Short Sword	40	1D4	1D6	19-20/X2	Melee	4	F/L	P	Light&lt;br /&gt;Dirk	22	1D3	1D4	X4	Melee	1	L	P	Light&lt;br /&gt;Great Spear	149	1D10	2D6	19-20/X2	10’	15	S-E	P	2-hand&lt;br /&gt;Maul	85	1D10	1D12	X3	Melee	30	H	B	2-hand&lt;br /&gt;Full blade	340	2D6	2D8	19-20/X3	Melee	35	G-E	S	2-hand&lt;br /&gt;Man-Catcher	170	1D4	1D6	X3	Reach	25	P-E	B+P	2-hand&lt;br /&gt;Blow-Gun	35	1D3	1D4	19-20/X4	15’	4	R-E	P	2-hand&lt;br /&gt;War-Mace	60	1D8	1D10	X2	Melee	15	H-E	B	1-hand&lt;br /&gt;									&lt;br /&gt;									&lt;br /&gt;									&lt;br /&gt;Club	-/15	1D4	1D6	X2	Melee	5	W	B	1-hand&lt;br /&gt;Mace, Heavy	44	1D6	1D8	X2	Melee	5	H	B	1-hand&lt;br /&gt;Morningstar	51	1D6	1D8	X3	Melee	6	H	B+P	1-hand&lt;br /&gt;Short Spear	22	1D4	1D6	19-20/X2	10’	7	S	P	1-hand&lt;br /&gt;Battleaxe	34	1D6	1D8	X3	Melee	5	A	S	1-hand&lt;br /&gt;Flail	61	1D6	1D8	X2	Melee	6	O	B+P	1-hand&lt;br /&gt;Long sword	110	1D6	1D8	19-20/X2	Melee	5	G	S	1-hand&lt;br /&gt;Rapier	220	1D4	1D6	18-20/X2	Melee	3	F	P	1-hand&lt;br /&gt;Smallsword	245	1D4	1D6	18-20/X2	Melee	3	F	S+P	1-hand&lt;br /&gt;Scimitar	134	1D4	1D6	18-20/X2	Melee	4	F	S	1-hand&lt;br /&gt;Shield, Medium	-	1D3	1D4	X2	Melee	-	I	B	1-hand&lt;br /&gt;Spiked Shield, Medium	-	1D4	1D6	X2	Melee	-	I	B+P	1-hand&lt;br /&gt;Shield, Heavy	-	1D4	1D6	X2	Melee	-	I	B	1-hand&lt;br /&gt;Spiked Shield, Heavy	-	1D6	1D8	X2	Melee	-	I	B+P	1-hand&lt;br /&gt;War hammer	50	1D6	1D8	X2	Melee	10	H	B	1-hand&lt;br /&gt;Trident	44	1D6	1D8	19-20/X2	Reach	10	P	P	2-hand&lt;br /&gt;Sword, Bastard	165	1D8	1D10	19-20/X2	Melee	9	G-E	S+P	1-hand&lt;br /&gt;War axe	75	1D8	1D10	X3	Melee	9	A-E	S	1-hand&lt;br /&gt;Whip	45	1D4	1D6	X3	10’	3	T-E	B	1-hand&lt;br /&gt;Long Spear	107	1D8	1D10	19-20/X2	Reach	12	S	P	2-hand&lt;br /&gt;Quarterstaff	5	1D4/1D4	1D6/1D6	X2	Melee	5	W	B	2-hand&lt;br /&gt;Spear	60	1D6	1D8	19-20/X2	10’	9	S	P	2-hand&lt;br /&gt;Falchion / Great Scimitar	210	1D8	1D10	19-20/X2	Melee	9	G	S	2-hand&lt;br /&gt;Greatsword	310	1D10	2D6	19-20/X2	Melee	15	G	S	2-hand&lt;br /&gt;Great Axe	140	1D10	1D12	X3	Melee	17	A	S	2-hand&lt;br /&gt;Great Club	55	1D8	1D10	X2	Melee	19	H	B	2-hand&lt;br /&gt;Guisarme / Bill / Ranseur	165	1D8	1D10	X2	Reach	13	P	S	2-hand&lt;br /&gt;Halberd	172	1D10	1D12	X3	Reach	14	P	S+P	2-hand&lt;br /&gt;Pole-Axe	180	1D10	2D6	X3	Reach	12	P	S	2-hand&lt;br /&gt;Flail, Heavy	85	1D10	1D12	X2	Melee	11	O	B+P	2-hand&lt;br /&gt;War-Pike	150	1D10	1D12	19-20/X2	Reach	10	P	P	2-hand&lt;br /&gt;Lance	130	1D8	1D10	X3	Reach	12	S	P	2-hand&lt;br /&gt;Lance, Tourney	94	1D6	1D8	X3	Reach	10	S	B	2-hand&lt;br /&gt;Scythe	62	2D3	2D4	X4	Melee	8	P-E	S	2-hand&lt;br /&gt;									&lt;br /&gt;Shortbow	74	1D4	1D6	X3	50’	5	B	P	2-hand&lt;br /&gt;Composite Shortbow	134	1D4	1D6	X3	70’	5	B	P	2-hand&lt;br /&gt;Longbow	140	1D8	1D10	X3	80’	8	B	P	2-hand&lt;br /&gt;Composite Longbow	187	1D8	1D10	X3	100’	8	B	P	2-hand&lt;br /&gt;Greatbow	290	1D10	1D12	X3	120’	11	B-E	P	2-hand&lt;br /&gt;Light Crossbow	110	1D6	1D8	19-20/X2	60’	6	R	P	2-hand&lt;br /&gt;Heavy Crossbow	230	1D8	1D10	19-20/X2	90’	9	R	P	2-hand&lt;br /&gt;Hand Crossbow	180	1D3	1D4	19-20/X2	30’	4	R-E	P	2-hand&lt;br /&gt;Sling	3	1D3	1D4	X2	20’	1	W	B	1-hand&lt;br /&gt;Dart	5	1D3	1D4	X3	10’	1	T	P	1-hand&lt;br /&gt;Net	64	-	-	X2	10’	3	T-E	-	1-hand&lt;br /&gt;Shuriken	2	1 per	1 per	X3	10’	1	T-E	P	1-hand&lt;br /&gt;Bolas	8	1D3	1D4	X2	15’	3	T	B	1-hand&lt;br /&gt;Javelin	28	1D4	1D6	X2	20’	2	S	P	1-hand&lt;br /&gt;&lt;br /&gt;Weapon Group Key:  Hammer’s and Mace (H), One-Handed Chain Weapons (O), Chain Weapon’s (C), Light Blades (L), Fencing Blades (F), Great Blades (G), Axes (A), Spears and Lances (S), Pole arm’s (P), Bows (B), Crossbows (R), Thrown Weapons (T), Exotic Weapons (-E), Basic Weapons (W), Shields (I).</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:6783</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/6783.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=6783"/>
    <title>Ok people, this is the list of feats going into the first installment...</title>
    <published>2006-01-04T02:01:16Z</published>
    <updated>2006-01-04T02:02:20Z</updated>
    <category term="feats"/>
    <category term="rules"/>
    <content type="html">...So let me know if you think anything is missing. mind you, these are
purely non magical feats, so if anything along those lines come to
mind, dont worry about it, they are being dealt with. also keep in mind
I have not yet added the skilled talents, aka stuff like persuasive and
nimble. they will also be added to the list at a later date...
&lt;br&gt;
&lt;a name="cutid1"&gt;&lt;/a&gt;
Feat Names:
&amp;lt;Weapon Focus
&lt;br&gt;

Greater Weapon Focus
&lt;br&gt;

Weapon Specialization
&lt;br&gt;

Greater Weapon Specialization
&lt;br&gt;

Weapon Expert
&lt;br&gt;

Weapon Mastery
&lt;br&gt;

Improved Critical
&lt;br&gt;

Overwhelming Critical
&lt;br&gt;

Lethal Blow
&lt;br&gt;

Combat Dodge
&lt;br&gt;

Mobility
&lt;br&gt;

Spring Attack
&lt;br&gt;

Acrobatic Dodge
&lt;br&gt;

Toughness
&lt;br&gt;

Improved Toughness
&lt;br&gt;

Combat Expertise
&lt;br&gt;

Improved Disarm
&lt;br&gt;

Improved Feint
&lt;br&gt;

Improved Trip
&lt;br&gt;

Counterattack
&lt;br&gt;

Improved Bind
&lt;br&gt;

Defensive Fighting
&lt;br&gt;

Parry
&lt;br&gt;

Expert Parry
&lt;br&gt;

Improved Parry
&lt;br&gt;

Riposte
&lt;br&gt;

Deft Strike
&lt;br&gt;

Combat Reflexes
&lt;br&gt;

Deft Opportunist
&lt;br&gt;

Hold the Line
&lt;br&gt;

Point Blank Shot
&lt;br&gt;

Precise Shot
&lt;br&gt;

Improved Precise Shot
&lt;br&gt;

Far Shot
&lt;br&gt;

Rapid Shot
&lt;br&gt;

Many Shot
&lt;br&gt;

Shot on the Run 
&lt;br&gt;

Sharp Shooting
&lt;br&gt;

Mounted Combat
&lt;br&gt;

Improved Mounted Combat
&lt;br&gt;

Mounted Archery
&lt;br&gt;

Improved Mounted Archery
&lt;br&gt;

Ride-By Attack
&lt;br&gt;

Spirited Charge
&lt;br&gt;

Trample
&lt;br&gt;

Weapon Group Proficiency
&lt;br&gt;

Exotic Weapon Group Proficiency
&lt;br&gt;

Shield Proficiency
&lt;br&gt;

Tower Shield Proficiency
&lt;br&gt;

Improved Shield Bash
&lt;br&gt;

Shield Charge
&lt;br&gt;

Shield Focus
&lt;br&gt;

Shield Deflection
&lt;br&gt;

Weapon of choice&lt;br&gt;

&amp;nbsp;Power Attack
&lt;br&gt;

Cleave
&lt;br&gt;

Great Cleave
&lt;br&gt;

Improved Sunder&lt;br&gt;

&amp;nbsp;Improved Overrun
&lt;br&gt;

Improved Bull Rush
&lt;br&gt;

Powerful Charge
&lt;br&gt;

Accuracy
&lt;br&gt;

Improved Accuracy
&lt;br&gt;

Improved Initiative
&lt;br&gt;

Quick Reconnoiter
&lt;br&gt;

Great Fortitude
&lt;br&gt;

Lightning Reflexes
&lt;br&gt;

Iron Will
&lt;br&gt;

Luck of Heroes
&lt;br&gt;

Weapon Finesse
&lt;br&gt;

Heroic Destiny
&lt;br&gt;

Protected Destiny
&lt;br&gt;

Fearless Destiny
&lt;br&gt;

Great Destiny
&lt;br&gt;

Quick Draw
&lt;br&gt;

Flick of the Wrist
&lt;br&gt;

Skill Emphasis
&lt;br&gt;

Greater Skill Emphasis&lt;br&gt;

&amp;nbsp;Highly Skilled
&lt;br&gt;

Dilettante&amp;nbsp;
&lt;br&gt;

Street-fighting
&lt;br&gt;

Veteran
&lt;br&gt;

Heir
&lt;br&gt;

Head of House
&lt;br&gt;

Favoured
&lt;br&gt;

Political Connections
&lt;br&gt;

Authority
&lt;br&gt;

Raised Status
&lt;br&gt;

Wealth
&lt;br&gt;

Blind Fight
&lt;br&gt;

Endurance
&lt;br&gt;

Diehard
&lt;br&gt;

Dash
&lt;br&gt;

Rapid Reload
&lt;br&gt;

Run
&lt;br&gt;

Two-Weapon Fighting
&lt;br&gt;

Improved Two-Weapon Fighting
&lt;br&gt;

Greater Two Weapon Fighting
&lt;br&gt;

Two Weapon Defense
&lt;br&gt;

Improved Two-Weapon Defense
&lt;br&gt;

Greater Two-Weapon Defense
&lt;br&gt;

Dual Strike
&lt;br&gt;

Two-Weapon Rend
&lt;br&gt;

Close-Quarter’s Fighting
&lt;br&gt;

Fleet of Foot&lt;br&gt;

&amp;nbsp;Improved Diversion
&lt;br&gt;

Improved Swimming
&lt;br&gt;

Improved Unarmed Strike
&lt;br&gt;

Improved Grapple
&lt;br&gt;

Clever Wrestling
&lt;br&gt;

Deflect Arrows
&lt;br&gt;

Fists of Iron
Fame
&lt;br&gt;

Improvised Weapon Proficiency
&lt;br&gt;

Armour Focus
&lt;br&gt;

Armour Specialization&lt;br&gt;

Sooooooooooooooooooooo, what do you guys think of it so far?&amp;nbsp; it
numbers currently at 116 feats, over six full chains (as in progressive
styles of combat) and has all aspects of combat, basic ones at leasdt,
explored.&amp;nbsp; There are no tactical feats, or weapon style feats, nor
organizational, legendary, or background feats yet, and yes there will
be, later at least.&amp;nbsp; I'm planning this thing out in three basic
companions.&amp;nbsp; Players dream, DM's dream, the world as we know
it.&amp;nbsp; Keep in mind, there will be roughly 40 magic related feats,
including spell laced feats, template feats, meta-magic and the basics,
as well as approximately 15 skill based feats such as tenacious and
diligent.&amp;nbsp; also keep in mind the optional dfefects this system
will be supporting as well as the advantages, wealth status and
reputation rules.&amp;nbsp; /lj-cut&amp;gt;
 &lt;br&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:5964</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/5964.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=5964"/>
    <title>Random equipment information:</title>
    <published>2005-12-29T22:30:50Z</published>
    <updated>2005-12-29T22:35:41Z</updated>
    <category term="combat"/>
    <category term="rules"/>
    <content type="html">Armour Type	Cost&lt;br /&gt;(SS)	AC Bonus	Damage Reduction	Check Penalty	Maximum Dexterity	Weight (lbs.)	Speed&lt;br /&gt;							30 ft.	X3	X4&lt;br /&gt;Light Armour:&lt;br /&gt;Cord	10	+1	-	0	+10	10	30	90	120&lt;br /&gt;Padded	8	-	1/P or S	0	+10	10	30	90	120&lt;br /&gt;Leather	42	+1	1/P	0	+8	15	30	90	120&lt;br /&gt;Ring Mail	60	+2	1/P	-1	+6	17	30	90	120&lt;br /&gt;Chain Shirt	130	+2	2/B or P	-2	+ 4	20	30	90	120&lt;br /&gt;Medium Armour:&lt;br /&gt;Hide	26	+3	2/P	-4	 +2	30	30	80	100&lt;br /&gt;Brigandine Coat	110	+3	3/S	-3	 +3	35	30	80	100&lt;br /&gt;Chain Mail	400	+4	4/B or P	-4	+2	35	30	80	100&lt;br /&gt;Breastplate	450	+5	4/B	-4	+3	30	30	80	100&lt;br /&gt;Scale Armour	380	+4	3/B or S	-5	 +2	40	30	80	100&lt;br /&gt;Heavy Armour:&lt;br /&gt;Banded Mail	820	+6	5/B 	-5	+1	45	20	60	60&lt;br /&gt;Full Brigandine	640	+5	5/S	-5	+2	40	20	60	60&lt;br /&gt;Plate-and-Mail	1020	+7	5/B	-6	+1	50	20	60	60&lt;br /&gt;Full Plate	1800	+8	6/B	-7	+1	50	20	60	60&lt;br /&gt;&lt;br /&gt;Shields/	Cost/	AC/ Bonus/	Check/	Weight/	Hardness/	HP&lt;br /&gt;Buckler/		10/	+2/	-1/	3/	7/	10&lt;br /&gt;Light Wooden Shield/	22/	+3/	-1/	5/	5/	10&lt;br /&gt;Light Steel Shield/	45/	+3/	-1/	10/	9/	10&lt;br /&gt;Medium Wooden Shield/	35/	+4/	-2/	10/	5/	20&lt;br /&gt;Medium Steel Shield/	58/	+4/	-3/	20/	9/	20&lt;br /&gt;Heavy Wooden Shield/	40/	+5/	-3/	20/	5/	30&lt;br /&gt;Heavy Steel Shield/	75/	+5/	-4/	30/	9/	30&lt;br /&gt;Riding Shield/	80/	+4/+2/	-3/	30/	7/	/35&lt;br /&gt;Tower Shield/	120/	+Cover/	-10/	40/	6/	/50&lt;br /&gt;&lt;br /&gt;Weapon Quality	Effect	Cost&lt;br /&gt;Poor	-2 to hit, -1 dmg.; breaks on a natural 1 to hit.	%25&lt;br /&gt;Crude	-1 to hit	%50&lt;br /&gt;Regular	No modifications	%100&lt;br /&gt;Fine	+1 to hit	%300&lt;br /&gt;Masterwork	+2 to hit, +1 dmg.	%500&lt;br /&gt;Masterpiece	+3 to hit, +2 to dmg.	%1000&lt;br /&gt;&lt;br /&gt;Armour Quality	Effect	Cost&lt;br /&gt;Poor	+2 check, -2 Dex; DR direct to armour hp	%50&lt;br /&gt;Crude	+1 check, -1 Dex.	%75&lt;br /&gt;Regular	No modifications	%100&lt;br /&gt;Fine	+1 Dex, -1 Check	%300&lt;br /&gt;Masterwork	+1 AC, +1 Dex, -2 check	%500&lt;br /&gt;Masterpiece	+2 AC, +1 DR, +2 Dex, -3 Check	%1000&lt;br /&gt;&lt;br /&gt;Shield Quality	Effect	Cost&lt;br /&gt;Poor	+2 Check, -1 AC	%50&lt;br /&gt;Crude	+2 Check	%75&lt;br /&gt;Regular	No modifications	%100&lt;br /&gt;Fine	-1 Check	%300&lt;br /&gt;Masterwork	+1 AC, -1 Check	%500&lt;br /&gt;Masterpiece	+2 AC, -2 Check, +1 material hardness	%1000</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:5699</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/5699.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=5699"/>
    <title>yeah its been awhile since ive posted...</title>
    <published>2005-12-16T18:39:33Z</published>
    <updated>2005-12-16T18:39:33Z</updated>
    <category term="combat"/>
    <category term="rules"/>
    <content type="html">...random gaming thoughts commence.&lt;br /&gt;Ok, the first Idea i've had is for a new combat manuever.  I'm a little iffy on it as its a bit powerful and seems kind of silly in its dramatics, but it makes literal sense.  Momentum,n and all that:&lt;br /&gt;Jump Attack:&lt;br /&gt;You may now make a jump check to come down upon an opponent, using the force of gravity and weight to add strength to your attack.  to use this manuever, first you must make a jump checl from no farther than one base movement away from your opponent, and as close as 5 ft.  this may be either a running jump or standing jump, landing in the square the opponent occupies.  the base(minimal) DC of this jump check is 15 for a running jump or 25 for a standing jump.  on success of this jump check, the attack made against the opponent deals double damage (multiplied as standard critical damage) if the attack hits.  the use of this manuever provokes an attack of opportunity from the targeted opponent as well as any opponents whose threatened squares have been travelled through as a result of the jump (as per standard).  the use of this manuever may be used as part of a charge.&lt;br /&gt;This manuever may be used as part of a bull rush attempt if you move at least 10 ft. and on the condition that you fail the opposed strength check, you immediately fall prone in the space you occupy.&lt;br /&gt;sooooooooooooooo, what do you guys think?</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:5388</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/5388.html"/>
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    <title>THE NEW GAME!</title>
    <published>2005-11-07T13:53:51Z</published>
    <updated>2005-11-07T13:53:51Z</updated>
    <content type="html">ok peeps, so I have now started p my new game, and This post is just for questions, concerns and comments.  Basicaaly what I wanted to do here, is I'm going to list all the things I was trying to do, and any observations ro 'feelings' you get on any particular statement would be appreciated. Ya panty-waists.&lt;br /&gt;1:  I tried working some of the kinks out of pacing by keeping a little more focused, telling less jokes myself,a nd intricucing in game humor and NPC stories of enough complexity to make them capable of being portrayed as real people.  Now I know for a fact I didnt do half as good a job os this as I was hoping, but I can improve a little bit each session, and hopefully eventually match up to the standards I pre-set for myself.&lt;br /&gt;2:  Both a historical and character back-story.  Yes I know none of the players are done there histories completely, and we still have yet to figure out the group history, but I think its on its way.  the world is getting quite flavor-ful, and the surrounding areas are full of fun places of tempting amounts of rumor and hear-say for which to explore.&lt;br /&gt;3:  and Lastly of course I worked on group consistency and social value.  these are tied in my mind because balance plays a strong roll in any social encounter, as adventuring parties are notably diverse compared to any other group.  with the exception of wizards, they all crazy.&lt;br /&gt;SSSOOOOOOOOO... WHat do you THink?</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:5327</id>
    <link rel="alternate" type="text/html" href="http://artemissgk.livejournal.com/5327.html"/>
    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=5327"/>
    <title>For Once a slightly More Personal Note</title>
    <published>2005-10-25T12:19:28Z</published>
    <updated>2005-11-07T13:54:13Z</updated>
    <lj:music>It's a Fucking mad World</lj:music>
    <content type="html">Hi, everybody, king of sad here.  Just a general update on the state of life, and the reasoning / explanation behind some of the stuff going on in my life.  Firstly, I just want to apologize to everyone for being an absolute miserable bastard the last great while.   I have had an undeniable edge in every facet of my persona for quite some time, and i'm sure its been noticed.  Actually I'm not so sure.  I'm not bloody sure about anything right now.&lt;br /&gt;Except Pain.  That and Time.&lt;br /&gt;My Joyous friends both, my only compay and solace seems measured by the pasing of these two things.  Running, hiding, Purging, Cutting, Distraction and Ignorance will not satisfy.  This part of my life is a thirsty demon, and my blood seems to be the goal.&lt;br /&gt;I'd give it willingly if I thought it would end everything, but it wouldn't.  All it would do is add a bit of the physical to an otherwise Mental wound.&lt;br /&gt;Ever been so sure of something that the questioning of it just ever happened?  Confident in something to such an extent, that the subject held no interest even, merely a fact of once existence that would always be, cold and still in times of happiness, pleasantly so almost.  Warm and bright in moments of pain, an enduring comfort.&lt;br /&gt;Ever had it fade?  Ripped from you?  I find myself feeling both right now, the agony of loss and the frustration of one whose belief has been stolen.&lt;br /&gt;No, dont worry, anyone who reads this (if that even happens, that is), I'll not be killing myself or anyone else.  If anything, my one remaining Desire is that of preservation, for both myself and those around me.&lt;br /&gt;I do have something to life for, something I love so much it hurts.  I love him with all my heart, and I will never abandon him; death try as you will.  Anyone who KNOWS me will also know that.&lt;br /&gt;But its not like hs a comfort, not at all.  sadly I find him aiding in my depression, fanning the flame as it were.  He's part of what I lost, part of that dead little dream.  Fuck, I hate these moods of mine.&lt;br /&gt;I would never consider myself brilliant, not in the least.  But I was always at least creative, ideas aplenty, buzzing like some sick opera in my head where only I spoke the language.  Bustling like a train of half-washed pedestrians, avoiding the fumes of petrol-guzzlers and greeted with the press of unknowns, albeit, but Travelling.&lt;br /&gt;Train stopped, everybody off.  Instead a struggle against bites and nails and words.  I feel like I'm being cursed at by the bums and Sandwich-eaters, chased and hounded for my last freaking two-cents.  and the worst part is i'm the reason there homeless.  Doesn't make much sense to me either, I know.&lt;br /&gt;i'm cold in the rain for the first real time of my life, no longer a pleasant buzz of enlightened senses, now just numbing and wet.  Words and thoughts are forming, all focused towards the one thing I lost.  I let them out, they play and dance like some orgy of sweating bodies at a dilapidated speak-easy.  ANd then the building crumbles, the ruin lights aflame and I revel in warmth of freedom for the first time; First in a long time.&lt;br /&gt;And then it burned down everything I wanted.  Every last hope and unrequited desire is just a shadow of smoke and floated ash; rain casting it like particles of a torn up failed test.&lt;br /&gt;And no relief has even come from my brief revelry, no end or satisfaction.&lt;br /&gt;Only regret of release, disapointment of failure, and the inevitable sweat and unease of my last fucking question:  How the fuck do I live now?&lt;br /&gt;&lt;br /&gt;Pardon my metaphor, cock-bites:  Moods strikes and I am Mephistopheles.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:artemissgk:4945</id>
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    <link rel="self" type="text/xml" href="http://artemissgk.livejournal.com/data/atom/?itemid=4945"/>
    <title>Monk class</title>
    <published>2005-10-05T21:32:56Z</published>
    <updated>2005-10-05T21:32:56Z</updated>
    <category term="classes"/>
    <category term="monk"/>
    <category term="rules"/>
    <content type="html">Level	BA	BD	Fort	Ref	Will	Special	Spd.	Flurry BA	Dmg.&lt;br /&gt;1	0	4	2	2	2	Bonus Feat, Flurry of Blows, Improved Unarmed Strike	+0	-2/-2	1d6&lt;br /&gt;2	1	5	3	3	3	Evasion	+0	-1/-1	1d6&lt;br /&gt;3	2	5	3	3	3	Bonus Feat	+10	+0/+0	1d6&lt;br /&gt;4	3	6	4	4	4	Slow Fall(20 ft.), Still Mind	+10	+1/+1	1d8&lt;br /&gt;5	3	6	4	4	4	Bonus Feat	+10	+2/+2	1d8&lt;br /&gt;6	4	7	5	5	5	Ki Strike (1st Form), Purity of Body	+20	+3/+3	1d8&lt;br /&gt;7	5	7	5	5	5	Slow Fall(30 ft.)	+20	+4/+4	1d8&lt;br /&gt;8	6	8	6	6	6	Bonus Feat, Wholeness of Body	+20	+5/+5	1d10&lt;br /&gt;9	6	8	6	6	6	Slow Fall(40 ft.), Improved Evasion	+30	+6/+6	1d10&lt;br /&gt;10	7	9	7	7	7	Diamond Body	+30	+7/+7	1d10&lt;br /&gt;11	8	9	7	7	7	Bonus Feat	+30	+8/+8	1d10&lt;br /&gt;12	9	10	8	8	8	Slow Fall(50 ft.), Ki Strike (2nd form)	+40	+9/+9	1d10&lt;br /&gt;13	9	10	8	8	8	Abundant Step	+40	+9/+9	1d12&lt;br /&gt;14	10	11	9	9	9	Slow Fall(60 ft.), Diamond SOul	+40	+10/+10	1d12&lt;br /&gt;15	11	11	9	9	9	Bonus Feat	+50	+11/+11	1d12&lt;br /&gt;16	12	12	10	10	10	Quivering Palm	+50	+12/+12	1d12&lt;br /&gt;17	12	12	10	10	10	Slow Fall(70 ft.)	+50	+12/+12	1d12&lt;br /&gt;18	13	13	11	11	11	Ki Strike (3rd form)	+60	+13/+13	1d12&lt;br /&gt;19	14	13	11	11	11	Slow Fall(80 ft.), Bonus Feat	+60	+14/+14	2d8&lt;br /&gt;20	15	14	12	12	12	Timeless Body	+60	+15/+15	2d8&lt;br /&gt;21	15	14	12	12	12	Tongues of the Sun and Moon	+70	+15/+15	2d8&lt;br /&gt;22	16	15	13	13	13	Slow Fall(90 ft.)	+70	+16/+16	2d8&lt;br /&gt;23	17	15	13	13	13	Empty Body	+70	+17/+17	2d8&lt;br /&gt;24	18	16	14	14	14	Slow Fall(Any Distance)	+80	+18/+18	2d8&lt;br /&gt;25	18	16	14	14	14	Perfect Self	+80	+18/+18	2d8&lt;br /&gt;Skill Points Per Level:  4 + Int. Mod.; (4 + Int. Mod.) x 4 at 1st level&lt;br /&gt;Class Skills:  Craft (Any)(Int.), Perform (Archaic)(Cha.), Jump(Str), Tumble(Dex.), Hide(Dex.), Move Silently(Dex.), Concentration (Wis.), Composure(Wis), Apothecary(Wis.), Sense Motive(Wis.), Climb(Str.), Balance(Dex.), Diplomacy(Cha.), Knowledge (arcane)(Int.), Knowledge (Religion)(Int.), Listen(Wis.), Swim(Str.), Perform(Cha.), Spot(Wis.).	Hit Die:  D8&lt;br /&gt;Class Abilities:&lt;br /&gt;Flurry of Blows:  As an optional mode, during a full attack action, a monk can elect to perform a flurry of blows.  During a flurry, he gains one additional attack at his highest base attack bonus.  This attack and all attacks of the round take a -2 penalty, as do all his attacks, including attacks of opportunity until the monks next action.  At 5th level, this penalty is reduced to -1.  And finally at 10th level this penalty is reduced to -0.  A monk may only perform a flurry of blows with either her unarmed strike or with a weapon specifically suited for the flurry ability through training or design.  This ability will be listed under the weapons description.&lt;br /&gt;Improved Unarmed Strike:  Monk are trained in the practise of martial arts, the practice of your body being your living weapon, as a tool to pursue enlightenment and spiritual growth.  As such, there pursuit allows them enhanced ability to deliver unarmed blows and combat weapons and armour just as well as any warrior with a sword.  As such, there unarmed attack deal lethal damage or subdual damage as per there preference at no penalty.  Additionally, when wearing no armour and carrying less then a medium load, they have an enhanced overland speed progressive by level..as shown in the column above.  Finally, the damage they cause when attacking unarmed is as per the level monk as shown in the above column.  A monk counts as using both and natural weapon and a manufactured weapon when fighting unarmed, and unarmed strikes are interchangeably between feet, arms, elbows, and knees.  A monk can strike unarmed even if his hands are full.&lt;br /&gt;Bonus Feats:  As a monk progresses in level he gains certain bonus feats.  These feats are seleceted from one of many, dependant upon the style of combat taught to the monk.  At each level the monk can pick any one of the associated feats:&lt;br /&gt;Level	Close	War	Deception	Traditional&lt;br /&gt;First	Improved Grapple	Power Attack	Improved Fient	Stunning Fist&lt;br /&gt;Third	Combat Reflexes	Improved Bull Rush	Improved Initiative	Deflect Arrows&lt;br /&gt;Fifth	Cleave	Cleave	-Open-	Improved Trip&lt;br /&gt;Eighth	-Open-	-Open-	-Open-	Weapon Focus (Unarmed)&lt;br /&gt;Eleventh	-Open-	Great Cleave	Improved Trip	-Open-&lt;br /&gt;Fifteenth	-Open-	-Open-	-Open-	-Open-&lt;br /&gt;NineTeenth	-Open-	-Open-	-Open-	-Open-&lt;br /&gt;&lt;br /&gt;Evasion:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Slow Fall:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Still Mind:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Ki Strike:  As the monks training progresses, he can learn to summon ki battle energy, and imbues his strike with such force.  The art of a ki strike conjures a destructive energy that can penetrate a creatures natural ability to otherwise resist damage.  At the first manifestation of this ability, the monk picks one type of bane, and his fist now acts as though it is that bane whenever performing an unarmed strike.  As he aquires this ability a 2nd and 3rd time, he aquires a new bane traitto add to his fist.  Example Banes:  Magic, Fire, Posemary, Bludgeoning, Adamantite, Cold Iron, etc..&lt;br /&gt;Purity Of Body:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Wholeness of Body:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Improved Evasion:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Diamond Body:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Abundant Step:  The Monk May now make a 10 foot step any time he would normally be allowed to make a 5-foot adjustment.&lt;br /&gt;Diamond Soul:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Quivering Palm:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Timeless Body:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Tongues of the sun and Moon:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Empty Body:  As per Monk in the Players Hand-Book version 3.5.&lt;br /&gt;Perfect Self:  As per Monk in the Players Hand-Book version 3.5.</content>
  </entry>
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