<?xml version="1.0"?>
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	<id>https://srd.mythcraftrpg.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Makiaka</id>
	<title>MythCraft Online SRD  - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://srd.mythcraftrpg.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Makiaka"/>
	<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/Special:Contributions/Makiaka"/>
	<updated>2026-07-26T11:06:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dragonfolk_Scholar&amp;diff=14136</id>
		<title>Dragonfolk Scholar</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dragonfolk_Scholar&amp;diff=14136"/>
		<updated>2026-03-07T15:42:19Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Dragonfolk Scholar ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Expert.''' The [[Dragonfolk]] Scholar has +10 in one skill of the MC's choice with the knowledge tag, and +4 in all other [[skills]] with the knowledge tag.&lt;br /&gt;
'''Hobbyist.''' The Dragonfolk Scholar has +4 in one skill of the MC’s choice with the Crafting or Survival tags.&lt;br /&gt;
&lt;br /&gt;
'''Mental Shields'''. The Dragonfolk Scholar has +2 mental defenses.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Dragonfolk Scholar can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Dragonfolk Scholar can move up to its speed.&lt;br /&gt;
'''Improvised Bludgeon'''. ''Reach 5 ft One-Handed Weapon''. +0 vs AR. '''Hit''': 2 (1d4) blunt.&lt;br /&gt;
&lt;br /&gt;
'''Fire Breath (1/Recoup).''' ''15 ft Cone Natural Weapon.'' +1 vs FORT of each creature in the cone. '''Hit:''' 7 (2d6) fire. '''Miss:''' ½ [[damage]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Knight&amp;diff=14127</id>
		<title>Knight</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Knight&amp;diff=14127"/>
		<updated>2026-02-09T09:54:45Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Aristocratic, Militant'' &lt;br /&gt;
&lt;br /&gt;
You are a defender of the innocent and a champion of justice. Armed with your shining armor and deadly weapons, you roam the lands, righting wrongs and vanquishing evil wherever you find it. With each victory, you earn the loyalty and respect of the people, who look upon you as a shining symbol of hope and valor in a dark and uncertain world.&lt;br /&gt;
&lt;br /&gt;
=== '''Staring Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: rucksack, one large blade, chainmail armor, signet ring, bedroll, mess kit, clothes (simple), embroidered hooded cloak, rations (5), torches (5), tinderbox, 50 ft rope, waterskin&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Knight profession (including rank 1), gain +3 Investigating, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Leatherworking*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Geography, History, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March, Distance Running &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Coat of Arms&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Knight, and every time you gain a rank in the Knight profession, your reputation expands and it becomes easier for you to find quests.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
Once per week in any friendly settlement, you may make a CHA/Persuading or AWR/Perceiving check to seek out citizens in need of your services (DC 12). These quests can range from arbitrating family disputes to hunting dangerous creatures to offering protective services to minor nobles or merchants, and successfully completing them will generate +1 Goodwill with that settlement.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
Your name and reputation has attracted a number of young hopefuls and you may choose to bring one [[Page]] into your employ. This page will travel with you as your attendant, follow reasonable and lawful commands, and take their Initiative immediately after yours in combat. They will hold you in positive regard until you give them a reason not to. &lt;br /&gt;
&lt;br /&gt;
Completed quests now come with a monetary reward of 2d10 sc.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
You now have enough standing to promote your page to a [[Knight in Training: Squire|Squire]]. This squire will travel with you as your servant and has a simple set of weapons and armor with which they are proficient. They will follow reasonable and lawful commands, and take their Initiative immediately after yours in combat. &lt;br /&gt;
&lt;br /&gt;
You have attracted the attention of a local lord or knightly order that seeks to enlist you to their service. They will provide you with modest accommodations of food and lodging on their property as well as a monthly stipend of 1d10+10 sc. Your lord or order may occasionally approach you with tasks and expects you to serve their interests.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You have achieved the standing of a Knight-Regent and may take up to five [[Knight (NPC)|Knights]] into your own employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you. Every week these knights operate in a given region they will generate +1 Goodwill and bring in enough monetary revenue to maintain their own equipment, room, and board. &lt;br /&gt;
&lt;br /&gt;
Additionally, as part of this benefit, you may immediately gain one rank in the Honorable profession.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
You are now considered a Knight-Commander and may take up to eleven Knights into your employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you. &lt;br /&gt;
&lt;br /&gt;
You may issue a quest that will call all knights to your service. They will travel with and protect you, taking their Initiative directly after yours in combat, in direct pursuit of the quest’s completion. You may issue a quest once every six months.&lt;br /&gt;
&lt;br /&gt;
Quest examples are: to destroy a powerful monster, overthrow an evil tyrant, or to protect a community from an impending attack, but may include any task in service to your home kingdom or knight order tenants.&lt;br /&gt;
&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=14103</id>
		<title>Bandit Captain</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bandit_Captain&amp;diff=14103"/>
		<updated>2025-11-24T14:56:13Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bandit Captain ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (breastplate)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 73&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +3; (AWR) Appraising +2, Perceiving +2; (CHA) Deceiving +4, Intimidating +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blend in Terrain.''' When the [[Bandit]] has cover, its AR and physical defenses increase by +1.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bandit can take '''TWO''' of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bandit can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Throwing Axe.''' ''Thrown 30 ft One-Handed Weapon.'' +3 vs AR. '''Hit:''' 5 (1d4+3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Battle Axe.''' ''Reach 5 ft Hand-and-a-Half Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8+1) sharp, or 8 (1d10+3) with two hands.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Command.''' One humanoid creature allied to the bandit makes a reactive weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Bandit can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Catharsuli&amp;diff=14100</id>
		<title>Catharsuli</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Catharsuli&amp;diff=14100"/>
		<updated>2025-11-10T13:50:20Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Catharsuli.png}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fiends of Phlegmereth&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Phlegmereth is dotted by settlements of various sizes, all rife with multiple [[plague]] outbreaks at once. The majority of Phlegmereth is covered by the bog of Zarnoxas, stretching from one horizon to the next. Flat expanses of thick needlegrass is broken by the occasional copse of twisted, dripping trees and clouds of stinging insects infest every square inch. Horrific diseases and maladies originate from this place and the fiends that call it home relish in each outbreak of pustules, rashes, and mucus. They treat each ailment like a holy thing and view collective illness as a sort of deity.&lt;br /&gt;
&lt;br /&gt;
=== Catharsuli ===&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The pustulent Catharsuli is a fiend made entirely of blood and scabs. Catharsulis are capable of exerting control over the blood flow of creatures in their close vicinity, allowing them to turn their enemies into puppets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Catharsuli ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |Medium. Abominable Fiend&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!5&lt;br /&gt;
!0&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 15&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1 '''DR''' 5/Magical [[Weapons]] and Silvered&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blood Magnet.''' When a Bloodied creature starts its turn within 10 ft of the Catharsuli, it is Engaged by the Catharsuli until the start of its next turn. &lt;br /&gt;
'''Vicious Technique.''' The Catharsuli’s Blood Whip deals +4 [[damage]] (included in the attack).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Catharsuli can MOVE and take THREE of the following actions, or take the same action three times.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Catharsuli can move up to its speed. &lt;br /&gt;
'''Blood Whip.''' ''Reach 15 ft Natural Weapon''. +4 vs AR. '''Hit:''' 11 (1d4+8) sharp and the Catharsuli pulls the creature 5 ft closer.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Catharsuli can take ONE of the following actions…'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Catharsuli can move up to its speed. &lt;br /&gt;
'''Blood Whip.''' ''Reach 15 ft Natural Weapon''. +4 vs AR. '''Hit:''' 11 (1d4+8) sharp and the Catharsuli pulls the creature 5 ft closer.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' the following action.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blood Transfusion.''' ''Reach 5 ft Natural Weapon''. +4 vs FORT. '''Hit:''' The creature is Charmed by the Catharsuli for 1 minute. If the creature was Bloodied, then it is Enthralled for the duration instead. Each time the creature takes damage during this duration, it can make a DC 15 INT check. On a success, it ends the condition early.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=14077</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=14077"/>
		<updated>2025-10-28T11:04:18Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ &lt;br /&gt;
[[File:Cleric(copy).png|thumb|Marcus Luxxor, disciple of Tovare]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Each soul is a unique thread in a divine tapestry. It is my sacred duty to nourish these threads, as they are gifts given by the gods themselves. I tend especially to those threads that are frayed and in need of repairs.&amp;quot; - [[Marcus Luxxor]], disciple of Tovare&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Having been raised in the orbit of a great religious order, piety is in your blood. As a child you strove to give alms and help the needy whenever you could manage. You sought out the wise counsel of the priests and clergy in your town, and you took their teachings to heart, meditating on the precepts of your deities both day and night. Now, as a righteous pillar of your religious community, you continue to follow the path you began as a child: in all that you do, you seek to venerate your gods and enact their will on the world around you.&lt;br /&gt;
&lt;br /&gt;
You might pursue many clerical studies or focus your mind and soul upon mastering a single discipline, becoming an expert healer, righteous combatant, dedicated scholar, or a blend thereof. Regardless, you always have your divine icon at your side, a holy depiction of your god or your tenets. Your divine icon serves both as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Divine Icon Track|Divine Icons.]]''' You have at least one divine icon, which holds within it vestiges of holy power from the god or gods that you worship.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Exorcist Track|Exorcist.]]''' Stronger of will than your average clergyperson or preacher, you might make it your life’s mission to stare down the darkest demons of humanity and draw them out of unfortunate souls. &lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Piety Track|Piety.]]''' You work small miracles, healing injury and disease with a mere touch, or invigorating a season’s crops to bounty.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Theologian Track|Theologian.]]''' You passionately study scripture and ancient texts, and how to illuminate manuscripts or scribe ornate icons with which you can spread the miraculous wonder of your faith.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Mythological Domain Track|Mythological Domain.]]''' ''Harker's Guide to Vampire Hunting.'' You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Cleric Entry Talent ===&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the Cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
'''Devotee.''' Gain the Disciple of the Divine talent if you did not already have it. If you already have it, gain +1 Divine Power and +5 SP instead. CHA is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Divine Ward.''' Gain the Divine Ward ability. &lt;br /&gt;
&lt;br /&gt;
* '''Divine Ward.''' Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icon.''' You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Each time you level up and spend your talent point on a Cleric talent, you gain +5 SP and +1 Divine Power.&lt;br /&gt;
|''Class Entry, Cleric''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Gaining a deity’s Divine Icon is considered an enforceable contract with that deity. You are expected to uphold that deity’s ideals and conduct yourself in a fashion that the deity would find commendable. At your MC’s discretion, failure to obey your deity’s tenets might cause your deity to revoke access to their Icons.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
=== Exorcist Track ===&lt;br /&gt;
[[File:PietyExorcistTrack.png|center|frameless|417x417px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Planar''' '''(2/Rest).''' You sense the presence of creatures with the avadri, celestial, eldritch, fae, or fiends tag within 1 mile of you. You sense their exact numbers and distance from you. You cannot sense their exact identities. You can maintain this sense for up to 10 minutes if you do nothing else other than non-strenuous walking, talking, or light activity.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward now boosts your ally’s AR and physical defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +3 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Planar recharges upon Recouping. &lt;br /&gt;
Gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Identify Planar (2/Rest).''' When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain the Abjure Unholy divine spell. You can innately cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Divine, Spell, Warding'' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block Line of Sight but does block Line of Effect. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of damage (such as arrows, fire, or acid) cannot penetrate this barrier.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape as part of their move by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and take the lower when trying to escape.&lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early for 0 AP.&lt;br /&gt;
|}&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Divine Ward now increases your ally’s AR and physical defenses by +4 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward now applies to all defenses (AR, physical, and mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] divine ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Exorcist (1/Rest).''' When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward III'''&lt;br /&gt;
|Expert Exorcist, Distant Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield III'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Divine Ward now increases your ally’s defenses by +5 for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it) and becomes 1⁄2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar III'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles. When you deal radiant damage to a creature with the avadri, celestial, eldritch, fae, or fiend tags, add your CHA to the damage.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|Malicious planar entities fear your name, and towns bereaved by such entities know to seek you out when they need a skilled exorcist.&lt;br /&gt;
When you use the Exorcism ritual, you never have to roll on the side effect table unless you upcharge. If you choose to upcharge the exorcism, roll 2 times, instead of 4 times.&lt;br /&gt;
&lt;br /&gt;
When you use your Abjure Unholy spell, you may use Unholy Scourge.&lt;br /&gt;
* '''Unholy Scourge''' '''(1/Rest).''' All creatures in your Abjure Unholy circle take 4d10 radiant damage at the start of each of their turns.&lt;br /&gt;
* '''''Level 30:''''' You can choose any creature tag for Abjure Unholy.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piety Track ===&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Healing Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Healing Hands (CHA/Rest).''' Spend 2 AP to touch a creature and restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist'''&lt;br /&gt;
|Healing Hands, Holy Support&lt;br /&gt;
|Gain +2 Nature. &lt;br /&gt;
By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
* '''Monastic Horticulture (1/Month).''' Select a field of crops up to 2.5 acres. These crops become immune to nonmagical blights, poisons, diseases, and insects. They still grow and produce food at their normal rate, but the food they produce is high-quality and delicious.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Touch'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|Gain the Holy Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Holy Touch (1/Rest).''' While Recouping, you can use Healing Hands one time without expending a use.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Holy Touch&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Gain the Piety ability.&lt;br /&gt;
* '''Piety''' '''(1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Hands'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Healing Hands ability now restores 5 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Divine Hands&lt;br /&gt;
|When you cast a divine spell that restores HP to a single target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety also cures common diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain +2 Nature and the Horticultural Blessing ability.&lt;br /&gt;
* '''Horticultural Blessing''' '''(1/Week).'''  When you spend at least 1 week in a settlement, and you have used Monastic Horticulture on a field that will produce crops, you can bless the crops. The crops will produce an extra 2d10 rations’ worth of food each day for the next week. Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|Piety also cures uncommon poisons and diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.&lt;br /&gt;
Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|You are heralded as a miraculous healer the world over. Any religious institution (besides extremists and cults) will happily house you. Clergy, kings, nobles, politicians, and generals seek your presence as they know you can work divine healing on behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.&lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
* '''Miracle Worker''' '''(1/Rest).''' You may touch a creature suffering from any poison or disease and instantaneously cure them, if the poison or disease was magical you become Sickened for 24 hours. Furthermore, whenever you arrive in a new town you gain 1d12 disciples that follow you around while in town and do basic favors and errands for you. Each time you leave a town, you may choose to take one of these disciples on as an apostle. They will follow you around indefinitely and have the stats of any NPC of ML 3 or lower. You may have a number of apostles up to your Cleric level. &lt;br /&gt;
* '''''Level 30:''''' Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|If the recipient of your healing from Healing Hands is Bloodied, they gain +3 HP. Also, you may now use Healing Hands as a reactive action.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Healing Hands becomes 1 AP to use. Also, if the recipient of your healing from Healing Hands is Bloodied, they now gain +4 HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If a target has 0 HP, your Healing Hands restores double the HP.&lt;br /&gt;
If you roll Initiative and have no uses of Healing Hands, regain one use of Healing Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savior'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|You are known as a powerful healer and righteous fighter. Generals and military commanders seek to conduct themselves in an exemplary and honorable manner in an effort to recruit you to their cause.&lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
* '''Ambient Divinity (CHA/Rest).'''  When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you spent on that spell.&lt;br /&gt;
* '''Divine Salvation''' '''(1/Rest).''' When a creature within 60 ft of you is reduced to 0 HP, you may spend 1 Reactive AP to heal them for 100 HP. You become Helpless until the end of your next turn after doing this.&lt;br /&gt;
* '''''Level 30:''''' Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Holy Support AP that acts as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Gain +1 Holy Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Theologian Track ===&lt;br /&gt;
[[File:TheologianTrack.png|center|frameless|512x512px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the knowledge tag. When you spend time researching in a well-resourced library or religious center, you uncover whatever information you are capable of learning in half the time it would normally take.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|Choose an icon for which you have access. Gain an additional magical ability based on that choice. This ability counts as divine when you cast it. &lt;br /&gt;
Refer to the ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scriptorium''' '''(1/Month).''' Given 24 hours in a well-equipped religious center with a library, you can reselect which divine spells you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Iconographer.''' When you finish Taking a Rest, you can duplicate a Divine Icon. Pick a Divine Icon that you know which has a recharge and has the level 1 icon tag. You write a duplicate of that icon. Choose one ally to bond with the Icon. That creature gains one use of that icon and it recharges as normal. You may only create one icon in this way. Using this ability again renders previous icons impotent.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|When you create an Icon using your Iconographer ability, you may now create icons with the level 2 icon tag. The creature can still only use the icon one time until it recharges, unless the Icon’s improved ability adds +1 usage of the Icon, in which case the creature can use it twice before needing to recharge it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scrivener (1/Rest).'''  When you finish Taking a Rest, you can create a spell scroll out of a prayer or divine spell that you know. This consumes valuable inks and gold leaf - the cost in sc is the spell’s SPC x10, treating a prayer as having an SPC of 1. You also must spend the normal amount of SP as if casting the spell when you scribe it and cannot scribe a spell with an SPC greater than your Divine Power. Once you have scribed a spell onto a scroll, you or any creature that possesses the scroll can cast it by spending the normal APC using your CHA as the magic attribute. The magic fades from the scroll once used or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|You can now also reselect which divine prayers you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|You can now also reselect which divine rituals you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Gain the Apprenticeship ability.&lt;br /&gt;
* '''Apprenticeship (1/Recoup).''' When Recouping, you use your Iconographer ability again on the same creature, replacing their previous Icon with a new one.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One icon must have the level 1 icon tag, while the other can have the level 2 icon tag.&lt;br /&gt;
Apprenticeship only works on one creature each time you Recoup.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|Both Icons created by your Iconographer ability can have the level 2 icon tag. If you have bonded two creatures, they can trade or give one another the Icons at will by physically handing one another the separate Icons.&lt;br /&gt;
When you use Apprenticeship, both creatures can benefit from the ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|Gain the Sola Scriptura ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sola Scriptura (1/Recoup).''' When casting a spell from a scroll you have scribed, you can ignore all other Gesture, Verbal, and Visual requirements.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, your Scrivener ability now costs sc equal to the spell’s SPC x5.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can now scribe two scrolls with Scrivener.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|Gain the Illuminated Manuscript ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illuminated Manuscript (1/Week).''' When in a well- equipped religious center or library you can spend 1 hour to make one additional scroll or icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|You can now also reselect which Cleric talents you know with your Scriptorium ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Gain another magical ability off the Apocrypha list for an icon you have access to.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|Your Iconographer ability allows you to create three Icons now, none of which can be stronger than an Icon with the level 2 icon tag. You can bond them all to one creature, to two creatures, or to three creatures. Any bonded creatures can trade or give their icons to other bonded creatures at any point by physically handing them the Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|You are revered as a legendary scholarly theologian who writes excellent icons that tell compelling stories deeply wrought with spiritual significance. Your work decorates many houses of prayer and many pious nobles proudly display your Icons in their homes.&lt;br /&gt;
Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
* '''Iconic Covenant.''' If you create the same Icon every day for 1 month, then the icon becomes permanent. Permanent Icons are uncommon magical items that cost 10 Essence Points. You cannot prevent a creature that possesses one of your permanent icons from bonding to it and gaining its benefits. You can only create one permanent Icon per year.&lt;br /&gt;
* '''''Level 30:''''' You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.&lt;br /&gt;
Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|You are renowned as a tremendous scrivener who creates beautiful illuminated manuscripts and is deeply knowledgeable in religious matters. Your texts are often used in liturgical ceremonies throughout the land.&lt;br /&gt;
Your Scrivener scrolls last for 48 hours before losing magic.&lt;br /&gt;
&lt;br /&gt;
When you use your Scrivener ability, you can also use your Holy Lectionary ability.&lt;br /&gt;
* '''Holy Lectionary''' '''(1/Week).''' Create one special scroll, your Holy Lectionary. This scroll can have an SPC equal to or less than your Divine Level x2, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
* '''''Level 30:''''' Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Apocrypha List&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Relaxing Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Track ===&lt;br /&gt;
[[File:DivineIconTrack.png|thumb|667x667px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric Entry or [[Vessel]] Entry&lt;br /&gt;
|''Repeatable.'' Gain access to two additional Divine Icon abilities, choosing from Icons that you already have access to.&lt;br /&gt;
|''Cleric, Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|''Repeatable.'' Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Abilities List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Silver Tongue''' '''(1/ Recoup).''' When making a CHA check, add a bonus equal to 1⁄2 CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue now equals CHA.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vendetta''' '''(2/Recoup).''' By spending 1 minute talking with a creature or meditating, give a creature you touch +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied.&lt;br /&gt;
|''Divine Icon - Ambition, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fasting ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fasting (1/Rest).''' You or one creature that you touch does not gain Fatigue for neglecting to eat or drink for the next 24 hours. Regardless of how many times you use this ability on the same target, any creature affected by this ability must eat and drink at least once per week in order to survive.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* '''Provision''' '''(1/Recoup).''' When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courage''' '''(2/Rest).''' Spend 3 AP to touch one creature and insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken.&lt;br /&gt;
|''Divine Icon - Bravery, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Legacy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Legacy (1/Week).''' When you leave a settlement and have one or more Goodwill there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Nurturance''' '''(2/Rest).''' Spend 1 AP to touch one willing creature. They regain 1 HP at the start of each of their turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blinding Dark''' '''(2/Rest).''' You can cast the Blind occult chant. It counts as divine when cast by you and has a range of 80 ft.&lt;br /&gt;
|''Divine Icon - Darkness, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Rites.''' When a creature dies, you may briefly commune with its soul for a minimum of 2 minutes to give it a funeral appropriate to its customs. Doing so grants you Shield HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the Shield HP.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gravemaster.''' When you finish Taking a Rest, you may touch one ally. For that creature to die, it must gain one more Death Point than normal until you use this ability again.&lt;br /&gt;
|''Divine Icon - Death, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|You may now target two allies with Gravemaster.&lt;br /&gt;
|''Divine Icon - Death, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* '''Withering''' '''(2/Rest).''' By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* '''Trembling''' '''(2/Rest).''' By spending 2 AP, a creature that you touch is Shaken until the end of their next turn.&lt;br /&gt;
|''Divine Icon - Decay, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your max SP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destiny's Touch'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Destiny’s Touch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Destiny’s Touch (1/Rest).''' You may reroll one of your d20s, using the second result.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|When you finish Taking a Rest, choose a number between 1 and 20. The first time you roll that number on a d20 roll, gain 1d4 Shield HP.&lt;br /&gt;
|''Divine Icon - Fate, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|When you finish Recouping, you may pick an additional number to activate Prophetic Glimpse.&lt;br /&gt;
|''Divine Icon - Fate, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Uncontainable (CHA/Rest).''' You or one creature of your choice within 30 ft of you ignores the Slowed condition until the end of the target creature’s next turn. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable II'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unstoppable''' '''(CHA/Rest).''' You or one creature of your choice within 10 ft of you that just became Dazed removes that condition. This can be used as a reactive action for 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gluttony (CHA/Rest).''' Spend 1 AP to Taunt a creature within 40 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodlust (2/Rest).''' Gain +1 on attack rolls and damage, and +5 ft speed, until the end of your current turn.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vow of Enmity''' '''(2/Recoup).''' Spend 1 AP to choose one hostile creature within 40 ft of you. That creature Taunts you or a willing creature of your choice within 30 ft of you.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* '''Binding Oath''' '''(2/Recoup).'''  Spend 3 AP and choose one creature within 60 ft of you. Make a magic attack against that creature’s WILL. On a hit, you and that creature both become Charmed by one another for 1 minute. This ends if either creature damages the other.&lt;br /&gt;
|''Divine Icon - Honor, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You no longer gain the Charmed condition from Binding Oath.&lt;br /&gt;
|''Divine Icon - Honor, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Debate (2/Rest).''' Spend 4 AP and choose one creature of your choice within 60 ft of you. It cannot use magic with verbal requirements until the start of your next turn.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Recollection''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an INT check, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Clear Eye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Clear Eye ability.&lt;br /&gt;
&lt;br /&gt;
* '''Clear Eye''' '''(2/Rest).''' For 1 Reactive AP, when you or an allied creature within 30 ft of you becomes Blinded, remove the condition.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reveal''' '''(2/Rest).''' Spend 3 AP to remove the Unseen condition from creatures within 15 ft of you.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illumine.''' Spend 1 AP to light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light, Level 1 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial.''' When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enrapture''' '''(1/Rest)'''. Spend 3 AP to Charm a creature within 40 ft of you for 1 minute. This creature cannot be overtly hostile to you and knows that it was magically Charmed at the end of the duration.&lt;br /&gt;
|''Divine Icon - Love, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the [[Bloom]] primal chant. It counts as divine when cast by you.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|Gain the Blossom ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blossom (1/Rest).''' You can cast the [[Nature’s Bounty]] primal spell without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Survivor''' '''(2/Rest).'''  When you or an allied creature within 10 ft of you makes a skill check with the survival tag, add +3.&lt;br /&gt;
|''Divine Icon - Nature, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* '''Even the Scales''' '''(1/Recoup).''' Spend 3 AP to choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, or Slowed. Choose a hostile creature within 30 ft of you that is also suffering from one or more of those conditions. Both creatures remove one of those conditions of their choice. &lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may now choose which condition each creature removes when using Balance the Scales.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rebalance''' '''(2/Recoup).''' Spend 1 AP and touch a willing creature; you and that creature each adjust your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance II'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|When you use Rebalance, you can touch two willing creatures to let them take the average of their HP.&lt;br /&gt;
|''Divine Icon - Order, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* '''Repentance''' '''(2/Rest).''' By spending 1 AP, you or an allied creature within 30 ft of you that is Charmed or Frightened loses its turn and regains 1d4 HP.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redeeming Fervor''' '''(2/Rest).''' Spend 1 AP to touch a creature that was Charmed or Frightened in the past 10 minutes and is not any longer. That creature gains +2 to mental defenses for the next 10 minutes.&lt;br /&gt;
|''Divine Icon - Redemption, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 TA and +1 damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Taunt''' '''(2/Recoup).''' Spend 1 AP to Taunt a creature within 60 ft. Your crit ranges increase by +1 against each other. This lasts for 1 minute or until you use this again.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vengeful''' '''(2/Recoup).''' When you take damage from a creature that you can see within 60 ft of you, you can spend 1 Reactive AP to deal +1d6 damage (of the same damage type) against it the first time you hit it before the end of your next turn.&lt;br /&gt;
|''Divine Icon - Revenge, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rescue''' '''(2/Rest)'''. When you or an allied creature within 30 ft of you takes damage, spend 1 Reactive AP to heal that creature for HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Salvation, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by +30 ft.&lt;br /&gt;
|''Divine Icon - Salvation, Level 3 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation, Level 4 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serenity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* '''Levelheaded''' '''(2/Rest).''' Spend 1 AP to touch a creature and remove the Charmed and Frightened conditions.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keep Your Wit''' '''(2/Rest).''' By spending 10 minutes touching an ally, they cannot be Charmed for the next 30 minutes.&lt;br /&gt;
|''Divine Icon - Serenity, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aphobia''' '''(1/Rest).''' By spending 1 hour concentrating on a creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astute''' '''(2/Rest).''' When you or an allied creature within 10 ft of you makes an AWR skill, add +3.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom, Level 3 Icon''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rage''' '''(2/Recoup).''' Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry''' '''(2/Rest).''' You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath, Level 1 Icon''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath, Level 2 Icon''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Mythology Domain.png|thumb|521x521px|Mythology Domain Progression]]&lt;br /&gt;
&lt;br /&gt;
=== Mythological Domain Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Woven within the tales of the gods are mentions of mythological beasts aiding them on their endeavors. As a cleric of the mythological domain, you have been gifted similar aid. You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. Summoning them means laying your soul bare, making you more vulnerable, but in return you gain divine gifts that will aid you on your journey. It’s a symbiotic relationship, mutually beneficial for both parties. You can take comfort in knowing that you will never be truly alone as long as you keep your faith.&lt;br /&gt;
&lt;br /&gt;
Inside you are four different mythological entities: A falcon (Avian), a wolf (Predator), a beetle (Insect), and a snake (Reptile). You may discuss with your DM to change the animals to suit your character, as long as they fit the category. Avians, Predators, and Reptiles are the size of the animal they represent, while Insects range in size from that of a large beetle to a housecat. A creature’s specific appearance is up to you, and may even change each time it is called forth.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' The Avian is generally perceptive, level-headed, and disciplined. They follow orders well and do not make rash decisions, even under pressure. They keep their judgment to themselves, though if you have bonded with your Avian properly, you will be able to tell when they’re silently judging something or someone.&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' The Predator is generally protective, assertive, and loyal. They put other people’s safety first and are often eager to jump into combat. They are friendly towards you and anyone you deem an ally, but will need a little while to trust them, worried that they might hurt you somehow. Occasionally they might let their guard down and demand some affection.&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' The Insect is generally crafty, curious, and eager. They don’t easily back away from new things and if you’re someone who likes to take a risk with creative solutions, your Insect companion will likely be happy to assist.&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' The Reptile is generally confident, surreptitious, and clever. They like to glean information about others by watching them or by eavesdropping. They’re not as action- oriented as the other entities and prefer to watch and wait, thinking things through more properly. They often act a little cold, but if you choose to bond with them more, they will develop a soft spot for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|You may spend 2 AP to call forth one of the four spirits that dwells within you. This spirit takes on a corporeal form within 5 ft of you. It remains for 2 minutes or until you dismiss it early for 1 AP. It also vanishes if you die. Spirits summoned in this way have no HP and cannot be targeted by attacks.&lt;br /&gt;
On each of your turns, the spirit may act; this may be at the start of your turn, end of your turn, or during your turn. When it acts, it may move up to its speed, then take one action of its choice. Any number of times on your turn while the spirit is within 120 ft of you, you may spend 1 AP to allow the spirit to act again, choosing from any of its actions that do not make an attack roll against another creature.&lt;br /&gt;
&lt;br /&gt;
You may only have one spirit active at a time. You may summon spirits in this way 2/Recoup. In the animal spirit stat blocks, X = your magic attribute.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Avian'''&lt;br /&gt;
''Tiny, Small, or Medium. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Actions&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Avian can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +X vs REF. '''Hit:''' 1d4+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Airlift.''' The Avian picks you or a willing creature within 5 ft of it. The Avian then moves up to its speed, carrying the target creature with it and dropping it at the end of this movement.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Insect'''&lt;br /&gt;
''Diminutive, Tiny, or Small. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Climb 20 ft, Fly 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Insect can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Swarm.''' ''Reach 5 ft Natural Weapon.'' +X vs WILL. '''Hit:''' Target creature is Shaken until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Hivemind.''' The Insect telepathically sends you a brief mental image of what it can see based on its current location.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Predator'''&lt;br /&gt;
''Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 40 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Predator can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Pounce.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d6+X sharp, then make a secondary attack: +X vs FORT. '''Hit:''' Target creature falls Prone.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reptile'''&lt;br /&gt;
''Small, Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Swim 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Reptile can move up to its speed.  &lt;br /&gt;
&lt;br /&gt;
'''Savage Bite.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d8+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Intercede.''' The Reptile chooses one creature within 5 ft of it. The next time that creature is the target of an attack roll before the end of your next turn, the attacker suffers 3 TD.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Affinity'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain two chants, invocations, and/or spells from the following list of primal magic. This talent gives you +1 Primal Power each time you take it.&lt;br /&gt;
'''Chants:''' [[Bloom]], [[Catclaw]], [[Commune with Beast]], [[Fleetfoot]], [[Instinctive Attack]], [[Springstep]]&lt;br /&gt;
&lt;br /&gt;
'''Invocations:''' [[Photosynthesis]], [[Predict Weather]], [[Reorient]], [[Warden’s Navigation]]&lt;br /&gt;
&lt;br /&gt;
'''Spells:''' [[Animal Bond]], [[Avianism]], [[Boarish Savagery]], [[Bullish Strength]], [[Hunter’s Quarry]], [[Nighteye]], [[Padfoot]], [[Piscism]], [[Polymorph]], [[Summon Beast]], [[Summon Monster]]&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Enhancement'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain one enhancement for an animal spirit from the following list. Each enhancement can be gained by each creature type only once.&lt;br /&gt;
'''''Beacon:''''' The spirit type that you chose gains the Beacon action, allowing it to shed dim light for 10 ft, or bright light for 10 ft and dim light for 10 ft, or to stop shedding any light.&lt;br /&gt;
&lt;br /&gt;
'''''Pack Tactics:''''' The spirit type that you chose grants +1 TA to you and your allies whenever attacking a creature within 5 ft of your spirit.&lt;br /&gt;
&lt;br /&gt;
'''''Protective:''''' The spirit type that you chose may spend its action to give +1 AR to one creature of its choice within 5 ft of it.&lt;br /&gt;
&lt;br /&gt;
'''''Radiant Strikes:''''' The spirit type that you chose adds +1d4 radiant damage to its attacks.&lt;br /&gt;
&lt;br /&gt;
'''''Speedy:''''' The spirit type that you chose increases each of its speeds by +5 ft.&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|When you finish Taking a Rest, choose one of your four animal spirits. That spirit is especially watchful over you. Until you use this feature again, you gain +2 Skill Points in three skills, based on the spirit you selected.&lt;br /&gt;
'''Avian:''' Appraising, Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' Any one crafting skill, Foraging, Forced March&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' Nature, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' Deceiving, Intimidating, Savoir Faire&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons'''&lt;br /&gt;
|Manifest Mythology&lt;br /&gt;
|Gain the Spiritual Summons ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spiritual Summons (1/Rest).''' You may spend 10 minutes summoning one of your animal spirits, rather than the normal 2 AP summoning time. When you summon a spirit in this way, it remains with you for 1 hour, or until you summon more spirits than you can maintain, dismiss this spirit for 1 AP, or die. You may telepathically communicate with a creature summoned in this way up to a range of 1 mile.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Link'''&lt;br /&gt;
|Spiritual Summons&lt;br /&gt;
|You may cast prayers and spells as though they originate from your animal spirit, provided that your animal spirit is within 120 ft of you. This costs the animal spirit’s action in addition to the magic ability’s normal APC.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morph'''&lt;br /&gt;
|Spell Link&lt;br /&gt;
|Gain the Morph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Morph.''' Spend 1 AP for your animal spirit to take on a new form, choosing from any of the other animal spirit forms.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit II'''&lt;br /&gt;
|Morph&lt;br /&gt;
|You may have two animal spirits active at one time, and they may be the same or different types. If you would summon a third animal spirit, choose which previous spirit disappears.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology II'''&lt;br /&gt;
|Animal Spirit II&lt;br /&gt;
|You may use Manifest Mythology upon completing a Recoup. The bonus to your skills increases to +4.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bestial Awareness'''&lt;br /&gt;
|Manifest Mythology II&lt;br /&gt;
|When you Catch your Breath, you may spend 5 SP to become supernaturally aware of the natural world around you. You learn if the number of creatures with the abominable, beast, fiend, monstrosity, and/or undead tags within a 2 mile radius of you is less than typical, more than typical, or typical.&lt;br /&gt;
Additionally, gain +4 Skill Points that you may spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort'''&lt;br /&gt;
|Bestial Awareness&lt;br /&gt;
|When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use its Move action.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwhelm'''&lt;br /&gt;
|Team Effort&lt;br /&gt;
|Gain the Overwhelm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwhelm (2/Rest).''' Your animal spirit gains a new action.&lt;br /&gt;
&lt;br /&gt;
Your Overwhelm ability’s range, target defense, and damage depends on which animal spirit is active. The Overwhelm ability originates from you or your animal spirit. X = your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' ''15 ft Cone Natural Weapon:'' +X vs REF. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' ''10 ft Radius Natural Weapon:'' +X vs WILL. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' ''30 ft Line Natural Weapon:'' +X vs FORT. '''Hit:''' 6d6 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' ''Reach 5 ft Natural Weapon:'' +X vs ANT. 6d8 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons II'''&lt;br /&gt;
|Overwhelm&lt;br /&gt;
|Spiritual Summons becomes 1⁄2 CHA/Rest. When you use Spiritual Summons, you or a creature that you touch gains Shield HP equal to the number of talents you have with the mythological domain tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology III'''&lt;br /&gt;
|Spiritual Summons II&lt;br /&gt;
|You may use Manifest Mythology upon a Recoup. The bonus to your skills increases to +6 and can now exceed your +20 skill cap.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit III'''&lt;br /&gt;
|Manifest Mythology III&lt;br /&gt;
|Animal Spirit becomes 1⁄2 CHA/Recoup (min 2). &lt;br /&gt;
You may have three animal spirits active at one time, and they may be the same or different types.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort II'''&lt;br /&gt;
|Animal Spirit III&lt;br /&gt;
|Team Effort becomes: When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use one of its actions that does not involve making an attack roll.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mythological Myriad'''&lt;br /&gt;
|Team Effort II&lt;br /&gt;
|Your connection with mythological animals is unparalleled. You are almost never seen without one.&lt;br /&gt;
You may now spend 1 AP to allow your animal spirit to make its attack. You may have a number of animal spirits active at one time equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Animal Spirit becomes CHA/Recoup.&lt;br /&gt;
|''Cleric, Mythological Domain, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=14076</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=14076"/>
		<updated>2025-10-28T11:03:09Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Dwarf Vessel.png|thumb|Dungrel Razevow, magic thief]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;The gods themselves handle their power irresponsibly. Why any would put their faith in such fickle beings is utterly beyond me. If you want something done right, do it yourself.&amp;quot; - Dungrel Razevow, magic thief&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You have always known that something is not right with the world. Deity and demon alike seem utterly concerned with their own plans and care not for the mortal world. In response, you have grown increasingly bitter and have finally taken it upon yourself to rewrite the world as you see fit. By siphoning power from gods and planar entities, you will become a god in your own right, and will act with more justice and care than any before you. &lt;br /&gt;
&lt;br /&gt;
Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable planar entities. In doing so, you run the risk of their retaliation. How do you recognize your own role in the grand scheme of the cosmos? Do you steal power with a sense of resignation that one day you will be caught and punished, or do you boldly believe that eventually you might become as powerful as a demigod yourself? Do you steal from many different gods to hide your tracks, or do you find yourself returning to the same deity over and over?&lt;br /&gt;
&lt;br /&gt;
Would you ever enter into some form of mutual agreement with a deity in exchange for a reliable stream of power, or is this too limiting for your aspirations? What exactly do you hope to achieve from taking godly power into your own hands? If you pursue some kind of abstract moral goal, how will you know when you have achieved it? How much power do you need from the gods in order to achieve this goal, and is there truly no safer way to do so?&lt;br /&gt;
&lt;br /&gt;
Or, maybe you steal from the gods just because you like it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Vessel Tracks/Talents&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Antiessence Track|Antiessence.]]''' You channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
[[Vessel#Divine Icon Talents|'''Divine Icons'''.]] Through thievery or trickery, you gain access to one or more divine icons, siphoning power from the gods.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Planar Thievery Track|Planar Thievery.]]''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
[[Vessel#Soul Graft Track|'''Soul Graft'''.]] You use the external energy that you have attached to your soul to enhance your physical stamina far beyond what you could naturally achieve.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Demon Soul Track|Demon Soul.]]''' ''Harker's Guide to Vampire Hunting.'' You have invited a fiend to dwell within you in a tense, cosmic symbiosis. Keeping its needs satiated can be challenging, but the rewards are great.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Nightcomer Track|Nightcomer.]]''' ''Harker's Guide to Vampire Hunting.'' As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.&lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Vessel Entry Talent ===&lt;br /&gt;
After gaining the Vessel Entry talent, you can take talents from any of the Vessel subclass tracks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vessel Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
'''Divine Icon.''' Choose one Divine Icon from the Cleric stack. Gain one of that Icon’s abilities.&lt;br /&gt;
&lt;br /&gt;
'''Surge of Vitality.''' Gain the Surge of Vitality ability. &lt;br /&gt;
&lt;br /&gt;
* '''Surge of Vitality (2/Rest).''' If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. &lt;br /&gt;
&lt;br /&gt;
'''Initiate.''' Gain the Initiate of the Occult talent if you did not already have it. If you already had it, gain +5 SP and +1 Occult Power instead. CHA is your magic attribute. &lt;br /&gt;
&lt;br /&gt;
'''Occult Power.''' Each time you level up and spend your Talent Point on a vessel talent, you gain +5 SP and +1 Occult Power.&lt;br /&gt;
&lt;br /&gt;
'''Soul Sacrifice.''' Some talents in the Vessel stack have the soul sacrifice tag. When you take a talent with this tag, you lose the ability to ever be resurrected by any means, as your soul has suffered too much alteration to function as a normal soul would.&lt;br /&gt;
|''Vessel, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antiessence Track ===&lt;br /&gt;
[[File:AntiEssenceTrack.png|center|frameless|547x547px|Antiessence Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. Gain the Antiessence Aura ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Aura (END/Rest).''' Spend 3 AP to activate an aura on your turn. The Aura lasts for 1 minute or until you choose to end it early for 0 AP. Your Aura’s radius is 10 ft. Your aura imposes 1 TD on all hostile creatures within it.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|Choose one type of elemental or energy damage: cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic.&lt;br /&gt;
&lt;br /&gt;
When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
&lt;br /&gt;
* '''''Aura of Vulnerability.''''' Take 1d6 damage of the type you chose. You cannot negate or reduce this damage in any way. Your Antiessence Aura imposes Vulnerable 1 of the same type of damage. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol'''&lt;br /&gt;
|Vulnerability&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.&lt;br /&gt;
&lt;br /&gt;
* '''''Aura Avoidance.''''' The creature makes an END roll against a DC of your magic attribute+10. &lt;br /&gt;
&lt;br /&gt;
On a failure, it takes 1d4 damage of the type you chose for Vulnerability. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura lasts for 2 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.&lt;br /&gt;
&lt;br /&gt;
'''''Aura Avoidance.''''' The creature makes an END roll against a DC of your magic attribute+10. &lt;br /&gt;
&lt;br /&gt;
On a failure, it is Shaken until the start of its next turn. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation'''&lt;br /&gt;
|Vulnerability or Terror&lt;br /&gt;
|Hostile creatures in your Aura suffer -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura II'''&lt;br /&gt;
|Antiessence 4&lt;br /&gt;
|Gain the Essence Exertion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Essence Exertion.''' While Recouping, you may take 1d10 damage to regain one use of your Aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability II'''&lt;br /&gt;
|Antiessence Aura II, Vulnerability&lt;br /&gt;
|''Repeatable.'' Choose another type of elemental or energy damage.&lt;br /&gt;
Your Antiessence Aura imposes Vulnerable 1 for this damage type as well.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol II'''&lt;br /&gt;
|Vulnerability II or Terror II; Vitriol&lt;br /&gt;
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take 1⁄2 damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Prolong&lt;br /&gt;
|Your Aura lasts for 3 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror II'''&lt;br /&gt;
|Antiessence Aura II, Terror&lt;br /&gt;
|Gain the Terrorize ability.&lt;br /&gt;
&lt;br /&gt;
* '''Terrorize (2/Recoup).''' Spend 2 AP to cause a creature that is Shaken from your Aura to become Frightened of you until the end of their next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation II'''&lt;br /&gt;
|Vulnerability II or Terror II; Trepidation &lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Extend&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura III'''&lt;br /&gt;
|Antiessence 8&lt;br /&gt;
|When you become Bloodied, you may activate your Aura for 0 Reactive AP. If the creature that Bloodied you is in the radius of your Aura, then they take 1d12 damage of a type that you chose with a Vulnerability talent. If you have no Vulnerability talents, then the damage is necrotic.&lt;br /&gt;
|''Vessel, Antiessence, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability III'''&lt;br /&gt;
|Antiessence Aura III, Vulnerability II&lt;br /&gt;
|You may choose not to take damage when you activate Aura of Vulnerability, but if you do take damage, a creature of your choice in your Aura takes the same damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol III'''&lt;br /&gt;
|Vulnerability III or Terror III; Vitriol II&lt;br /&gt;
|Your Aura exudes destructive, reddish mist that imposes the Concealed condition on all creatures in the aura. However, you ignore Concealed when it is caused by this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong  III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Prolong II&lt;br /&gt;
|''Repeatable.'' Your Aura lasts for +1 minute.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability IV'''&lt;br /&gt;
|Prolong III or Extend III; Vulnerability III&lt;br /&gt;
|If you take damage when you use Aura of Vulnerability, a number of creatures within the aura up to 1⁄2 END take the damage as well.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Vitriol III&lt;br /&gt;
|Your Vitriol damage also deals 1d4 damage of a different type. Choose any elemental or energy type each time you cast the aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror III'''&lt;br /&gt;
|Antiessence Aura III, Terror II&lt;br /&gt;
|Terrorize is END/Recoup.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation III'''&lt;br /&gt;
|Vulnerability III or Terror III; Trepidation II&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
| '''Extend III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Extend II&lt;br /&gt;
|''Repeatable.'' Your Aura’s radius expands by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror IV'''&lt;br /&gt;
|Prolong III or Extend III; Terror III&lt;br /&gt;
|Gain the Break Will ability.&lt;br /&gt;
&lt;br /&gt;
* '''Break Will (1/Rest).''' Spend 3 AP to make a magic attack against the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Trepidation III&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Rupture'''&lt;br /&gt;
|Vitriol IV or Trepidation IV&lt;br /&gt;
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Rupture (1/Rest).''' The area within your Aura is Hazardous Terrain (1d4 necrotic, 1d4 fire) for all other creatures and hostile creatures in the Aura are Sickened. Any area that was in the Aura at any point during its duration remains Difficult Terrain even after the Aura moves on or fades. Any area that was in the aura at any point is also corrupted: Plant life withers, and vegetation cannot grow normally there for a year.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Antiessence Aura no longer has a recharge.&lt;br /&gt;
|''Vessel, Antiessence, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Planar Thievery Track ===&lt;br /&gt;
[[File:PlanarThieveryTrack.png|center|frameless|550x550px|Planar Thievery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Gain the Cancel Spell occult spell. You can innately cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Occult, Spell, Warding''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 2 Reactive AP, which you spend when another creature within range casts a spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Visual, Line of Effect&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: Instantaneous&lt;br /&gt;
&lt;br /&gt;
Make a magic attribute check; the caster who triggered this spell does the same. If the caster can cast divine magic or arcane magic, you add +2 to your roll. If they can cast primal magic or psionic magic,  then they add +2. If they cast can cast occult magic, roll unmodified. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. If you roll lower, then their spell succeeds and you lose 2d6 SP. &lt;br /&gt;
|}&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft'''&lt;br /&gt;
|Cancel Spell&lt;br /&gt;
|For 1 minute after you cast Cancel Spell, you deal +1d4 psychic damage on the first occult spell or chant attack that you make on your turn, provided that the attack only targets one creature.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft II'''&lt;br /&gt;
|Energy Theft&lt;br /&gt;
|Energy Theft works on all occult spell and chant attacks for 1 minute after you cast Cancel Spell.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell II'''&lt;br /&gt;
|Energy Theft II&lt;br /&gt;
|Cancel Spell recharges 1⁄2 INT/Rest.&lt;br /&gt;
&lt;br /&gt;
When you cancel a spell, you can then cast that spell 1 time before the next time you use Cancel Spell, spending the spell’s normal SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft'''&lt;br /&gt;
|Cancel Spell II&lt;br /&gt;
|The next time you use magic or make a weapon attack after using Cancel Spell, it costs 1 fewer AP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft II'''&lt;br /&gt;
|Stamina Theft&lt;br /&gt;
|When you use Cancel Spell, you may use Stamina Theft.&lt;br /&gt;
&lt;br /&gt;
* '''Stamina Theft (2/Rest).''' The target creature loses 1 AP or 1 monster action. Gain +2 AP at the start of your next turn.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell III'''&lt;br /&gt;
|Stamina Theft II&lt;br /&gt;
|Cancel Spell recharges INT/Rest.&lt;br /&gt;
&lt;br /&gt;
When you use Cancel Spell, you have +4 against casters who use arcane magic or divine magic. You can use the spell that you canceled any number of times, spending normal SP each time, until you Take a Rest or use Cancel Spell again.&lt;br /&gt;
|''Vessel, Planar Thievery, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Crackling Field&lt;br /&gt;
|You can drain the Essence from a magical item, using the Siphon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Siphon (1/Rest).''' Touch an unbonded magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC equals the item’s Essence +1d6. On a hit, it loses all magical properties. Gain SP equal to 1⁄2 the item’s Essence and gain the item’s properties until you Take a Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Essence Siphon&lt;br /&gt;
|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crackling Field (1⁄2 INT/Rest).''' Once on your turn for 0 AP, for each of the following that you have used this turn, your mental defenses increase by +1 until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
• Occult Magic.&lt;br /&gt;
&lt;br /&gt;
• Divine Magic.&lt;br /&gt;
&lt;br /&gt;
• Primal Magic.&lt;br /&gt;
&lt;br /&gt;
• Psionic Magic.&lt;br /&gt;
&lt;br /&gt;
• Arcane Magic.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Magic” ability.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Energy” ability.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Vitality” ability.&lt;br /&gt;
&lt;br /&gt;
• Divine Icon.&lt;br /&gt;
&lt;br /&gt;
• Aura.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft III'''&lt;br /&gt;
|Planar Thievery 8&lt;br /&gt;
|If you used Cancel Spell on a spell that would deal damage, Energy Theft also deals +1d4 damage of that type.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft III'''&lt;br /&gt;
|Energy Theft III&lt;br /&gt;
|Stamina Theft becomes 1⁄2 INT/Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon II'''&lt;br /&gt;
|Stamina Theft III, Essence Siphon&lt;br /&gt;
|Siphon becomes a max of 15 Essence, and you regain SP equal to the Essence instead of 1⁄2 the Essence.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field II'''&lt;br /&gt;
|Stamina Theft III, Crackling Field&lt;br /&gt;
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field now increases your physical defenses as well.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell IV'''&lt;br /&gt;
||Planar Thievery 11&lt;br /&gt;
|If you fail the contested roll from Cancel Spell, you no longer lose SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell V'''&lt;br /&gt;
|Cancel Spell IV&lt;br /&gt;
|Gain the Unequivocate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unequivocate (1/Rest).''' When making a contested roll from Cancel Spell, you can force the other creature to roll 2d20 and take the lower.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon III'''&lt;br /&gt;
|Cancel Spell V, Essence Siphon II&lt;br /&gt;
|Siphon becomes 1⁄2 INT/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Deplete ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deplete (1/Rest).''' When you use Siphon, you may increase the maximum Essence to 25.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Hoard'''&lt;br /&gt;
|Essence Siphon III&lt;br /&gt;
|You are unparalleled in the art of drawing arcane energy out of objects and into yourself.&lt;br /&gt;
&lt;br /&gt;
Deplete becomes a max of 35 Essence.&lt;br /&gt;
&lt;br /&gt;
Gain the Effuse ability.&lt;br /&gt;
&lt;br /&gt;
* '''Effuse (1/Month).''' You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' While you are still living, a portion of your soul fractures out of your body as a physical magical item with 25 Essence. Its particular abilities are up to your MC, and its unique appearance is up to you.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field  III'''&lt;br /&gt;
|Cancel Spell V, Crackling Field II&lt;br /&gt;
|Crackling Field becomes 1⁄2 INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
Your Crackling Field now increases your AR as well.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Miasma'''&lt;br /&gt;
|Crackling Field III&lt;br /&gt;
|Your capacity to blend the Essence of many different powers and magical sources make you a terrifying, but highly sought after, instructor in the ways of magic. Crackling Field becomes INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
Gain the Crackling Miasma ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crackling Miasma (1/Rest).''' Double the bonus that Crackling Field provides you. When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soul Graft Track ===&lt;br /&gt;
[[File:SoulGraftTrack.png|center|frameless|571x571px|Soul Graft Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality II'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Regain one use of your Surge of Vitality when you Recoup.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy'''&lt;br /&gt;
|Surge of Vitality II&lt;br /&gt;
|Gain the Surge of Energy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Energy (2/Rest).''' When you start your next turn, gain +2 AP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic'''&lt;br /&gt;
|Surge of Energy &lt;br /&gt;
|Gain the Surge of Magic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Magic (2/Rest).''' When Bloodied, you may spend 3 AP to regain 1d4 SP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality III'''&lt;br /&gt;
|Surge of Magic&lt;br /&gt;
|Surge of Vitality becomes 1d6+CHA HP, and recharges on CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion'''&lt;br /&gt;
|Surge of Vitality III&lt;br /&gt;
|Gain the Energy Conversion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Energy Conversion (CHA/Rest).''' When you take energy damage you may spend 0 Reactive AP to regain 1d4 SP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy II'''&lt;br /&gt;
|Energy Conversion&lt;br /&gt;
|Surge of Energy becomes +4 AP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cracked Soul'''&lt;br /&gt;
|Surge of Energy II&lt;br /&gt;
|When you start your turn in combat and are Bloodied, gain SP equal to your current Death Points.&lt;br /&gt;
|''Vessel, Soul Graft, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic II'''&lt;br /&gt;
|Cracked Soul&lt;br /&gt;
|Surge of Magic becomes 1d6 SP.&lt;br /&gt;
&lt;br /&gt;
Gain the Repurpose Essence ability.&lt;br /&gt;
&lt;br /&gt;
* '''Repurpose Essence (1/Rest).''' When you start your turn with any Death Points, you can use Surge of Magic without expending a use.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality IV'''&lt;br /&gt;
|Surge of Magic II&lt;br /&gt;
|Surge of Vitality becomes 1d8+CHA HP.&lt;br /&gt;
&lt;br /&gt;
Gain the Essence Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Essence Vitality (2/Rest).''' When you use Surge of Vitality, remove 1 Death Point.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy III'''&lt;br /&gt;
|Surge of Vitality IV&lt;br /&gt;
|When you roll Initiative, gain +1 AP on your first turn.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality'''&lt;br /&gt;
|Surge of Energy III&lt;br /&gt;
|Gain the Occult Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Vitality (2/Rest).''' Spend 2 AP and X SP to gain X HP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic III'''&lt;br /&gt;
|Occult Vitality&lt;br /&gt;
|Surge of Magic becomes CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion II'''&lt;br /&gt;
|Surge of Magic III&lt;br /&gt;
|Energy Conversion becomes 1d6 SP and can be triggered by elemental damage.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality II'''&lt;br /&gt;
|Energy Conversion II&lt;br /&gt;
|Occult Vitality becomes CHA/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Superior Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Superior Vitality (1/Rest).''' When you use Occult Vitality, you may add your Occult Power level to the HP regained.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Immortal Surge'''&lt;br /&gt;
|Occult Vitality II&lt;br /&gt;
|Your Essence is made of sterner stuff than most, and you can push yourself beyond the limits of your mortal body. When you are reduced to 0 HP, you may trigger your Immortal Surge.&lt;br /&gt;
* '''Immortal Surge.''' Regain all your HP, regain 4d10+CHA SP, and remove all conditions that you wish to remove, gain Resist Damage +4, and gain +4 to all d20 rolls for the next 10 minutes. At the end of this time, you immediately return to 0 HP and gain +4 Death Points (killing you if this would put you over the number you need to die). You also gain the Sickened condition for the next 24 hours after you use this ability.&lt;br /&gt;
* '''''Level 30:''''' Immortal Surge only gives you +2 Death Points and no longer gives you the Sickened condition.&lt;br /&gt;
|''Vessel, Soul Graft. '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities of your choice, provided that you can access that Icon.&lt;br /&gt;
|''Cleric, Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon from the Cleric stack. Gain access to that Icon and gain one of its Icon abilities that has no other prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:DemonSoul.png|thumb|342x342px]]&lt;br /&gt;
&lt;br /&gt;
=== Demon Soul Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
You have invited a fiend to dwell within you in a tense, cosmic symbiosis. This fiend offers you tremendous power, but occasionally demands that it be unleashed. Keeping its needs satiated can be challenging, but the rewards are great&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Otherworldly Passenger'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Your occult machinations have drawn the attention of a fiendish spirit that resides in your body. In exchange for dwelling within you, this demon lends you its power and expertise. This demon soul’s vast and fickle knowledge may manifest itself in different ways over your years of adventuring.&lt;br /&gt;
Gain the Adept of the Psionic talent if you did not already have it. Adept of the Psionic does not grant you additional SP when you gain it in this way. If you already have it, gain +1 Psionic Power. Each time you level up and spend a talent point on a Demon Soul talent, you gain +1 Psionic Power in addition to the +1 Occult Power you get from the Occult Power ability.&lt;br /&gt;
|''Vessel, Demon Soul, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Otherworldly Expertise'''&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Choose three specialization talents with the skill tag. Your demon soul knows these talents and may give you one of these talents.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Week)''' You may reselect which talent your demon soul has given you.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Claws'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Gaze of Malice and Unholy Magic&lt;br /&gt;
|Gain the Fiendish Claws ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fiendish Claws (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your hands turning into vicious claws, and your forearms becoming covered with spikes. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While your claws are manifested, your unarmed or natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6, max 1d12) and deal sharp damage. If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
When you activate your Fiendish Claws, you may simultaneously activate one of your Surge abilities without spending additional AP.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaze of Malice'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Fiendish Claws and Unholy Magic&lt;br /&gt;
|Gain the Gaze of Malice ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gaze of Malice (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your eyes burning with hateful flames, and a third eye of equally malicious force opening on your forehead. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While you use your Gaze of Malice, you gain the following special attack for the duration.&lt;br /&gt;
&lt;br /&gt;
* '''''Malicious Stare:''''' ''(3 AP)'' ''Ranged 200 ft Natural Weapon''. +CHA vs WILL. '''Hit:''' 1d6 psychic and 1d6 fire damage.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Magic'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Fiendish Claws and Gaze of Malice&lt;br /&gt;
|Learn three additional spells, choosing from occult and psionic spells.&lt;br /&gt;
Gain the Unholy Magic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Magic (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of harmless, spectral flames wreathing your body. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While your Unholy Magic is manifested, occult and psionic spells cost 1 fewer SP and 1 fewer AP for you to cast (min 1 each), and you add your CHA to any damage you deal with occult or psionic magic.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Wisdom'''&lt;br /&gt;
|Demon Soul 3&lt;br /&gt;
|Choose another specialization talent with the skill tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
Your demon soul may now give you two of the talents that it knows, and you may reassign one or both 1/week.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Ward'''&lt;br /&gt;
|Dark Wisdom&lt;br /&gt;
|Increase your AR by +1. Increase one physical or mental defense of your choice by +2.&lt;br /&gt;
Choose a specialization talent with the defense tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonic Aspect'''&lt;br /&gt;
|Infernal Ward&lt;br /&gt;
|Gain the Primal Aspect talent. You may now spend talent points on talents with the primal aspect tag.&lt;br /&gt;
Whenever you are actively using one of your primal aspects, your demon soul’s frightening visage briefly manifests as an incorporeal form around you. Non- hostile creatures that witness this are likely to treat you with suspicion or fear, potentially harming your social interactions or causing you to lose Goodwill.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the Carnal Claw'''&lt;br /&gt;
|Demonic Aspect, Fiendish Claws&lt;br /&gt;
|The crit range for your Fiendish Claws increases by +1.&lt;br /&gt;
Gain the Domain of the Carnal Claw ability.&lt;br /&gt;
&lt;br /&gt;
* '''Domain of the Carnal Claw (1/Recoup).''' When you crit with your Fiendish Claws, you may draw your target into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you. Space is relative in this dimension. Both you and the target creature can always reach one another with melee attacks while in this dimension, and you are the same Size.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It is Immune to all conditions, has HP equal to your number of Vessel talents x10, and all of its defenses are 11. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the All-Seeing Stalker'''&lt;br /&gt;
|Demonic Aspect, Gaze of Malice&lt;br /&gt;
|When you make an attack with Malicious Stare, you may choose to use Malicious Summons. &lt;br /&gt;
&lt;br /&gt;
* '''Malicious Summons (1/Rest) .''' If you hit, you may draw your target into a demiplane, the domain of the demon soul living within you. &lt;br /&gt;
&lt;br /&gt;
You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x4, and its crit range with Gaze of Malice increases by +1. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
The dimension is 200 ft long by 5 ft wide. Your target becomes Medium sized and occupies one end of the dimension. Your demon soul becomes Medium and occupies the opposite side. Your demon soul is Concealed while in this dimension, and the ground is considered Difficult Terrain for your target.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the Flaming Soul'''&lt;br /&gt;
|Demonic Aspect, Unholy Magic&lt;br /&gt;
|Gain the Domain of the Flaming Soul ability.&lt;br /&gt;
&lt;br /&gt;
* '''Domain of the Flaming Soul (1/Recoup).''' By spending 10 SP, you may choose a target creature within 60 ft of you and draw it into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x6. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
The dimension is a 20 ft radius circular arena. Your target becomes Medium sized and begins combat on one side of the arena, while your demon soul becomes Medium and occupies the opposite side. The arena is Hazardous Terrain for your target, dealing 1d6 damage of an elemental or energy type of your choice based on your demon soul’s personality and preferences.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Wisdom II'''&lt;br /&gt;
|Demon Soul 6&lt;br /&gt;
|Choose another specialization talent with the skill or defense tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
Your demon soul may now give you three of the talents that it knows, and you may reassign any or all 1/week.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Wrath'''&lt;br /&gt;
|Dark Wisdom II&lt;br /&gt;
|Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Realignment'''&lt;br /&gt;
|Infernal Wrath&lt;br /&gt;
|Count up the number of occult rituals and psionic invocations that you know. &lt;br /&gt;
&lt;br /&gt;
* '''(1/Month)''' You may reselect which occult rituals and psionic invocations you know, so that your total number does not change.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Wrath II'''&lt;br /&gt;
|Occult Realignment&lt;br /&gt;
|Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soulrending Claws'''&lt;br /&gt;
|Infernal Wrath II, Domain of the Carnal Claw&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest).''' You may choose to activate your Domain of the Carnal Claw when you hit a creature, even if you did not crit. &lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Paralyzing Gaze'''&lt;br /&gt;
|Infernal Wrath II,  Domain of the All-Seeing Stalker&lt;br /&gt;
|The crit range on your Malicious Stare attack increases by +1. When you crit with this attack, the target creature is Suppressed until the start of your next turn.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Transformation'''&lt;br /&gt;
|Infernal Wrath II, Domain of the Flaming Soul&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Rest).''' When you activate your Unholy Magic ability, you may also instantaneously cast an occult ritual or psionic invocation, ignoring its casting time. You must still observe any other casting requirements. &lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Realignment II'''&lt;br /&gt;
|Demon Soul 12&lt;br /&gt;
|Count up the number of occult and psionic spells that you know. When you use Occult Realignment, you may also reselect which occult and psionic spells you know, so that your total number does not change.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfathomed Knowledge'''&lt;br /&gt;
|Occult Realignment II&lt;br /&gt;
|Choose another specialization talent with the skill, defense, combat, or primal aspect tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
You may now reassign any or all of the talents that you know from your demon soul 1/Rest.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consuming Carnage'''&lt;br /&gt;
|Unfathomed Knowledge, Soulrending Claws&lt;br /&gt;
|When you are Bloodied and damage a creature with your Fiendish Claws, gain 1d6 Shield HP.&lt;br /&gt;
When you kill a creature in your Domain of the Carnal Claw, you consume the creature’s Essence. Regain 2d10 HP. If you are Bloodied when you gain this benefit, also add your CHA to the HP regained.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Domain of the Carnal Claw ability becomes 2/Recoup. Your demon soul has 300 HP in this domain, instead of your number of Vessel talents x10.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eversight of Inferno'''&lt;br /&gt;
|Unfathomed Knowledge, Paralyzing Gaze&lt;br /&gt;
|Your Malicious Stare range becomes 300 ft, and it now only costs you 2 AP.&lt;br /&gt;
Gain +30 ft Darkvision. Any Darkvision you have allows you to see in magical darkness.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Unseen creatures within range of your Darkvision are visible to you. If you hit such a creature with your Malicious Stare, deal +1d6 psychic and +1d6 fire damage to them, and they lose the Unseen condition.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of Immolation'''&lt;br /&gt;
|Unfathomed Knowledge, Unholy Transformation&lt;br /&gt;
|When you kill a creature in your Domain of the Flaming Soul, you consume the creature’s Essence. Regain 2d10 SP. If you are Bloodied when you gain this benefit, also add your CHA to the SP regained.&lt;br /&gt;
* '''(1/Recoup).''' When you cast an occult or psionic spell, you may roll 2d20 and take the higher for the spell’s attack roll. In exchange, you take 1d10 psychic damage that cannot be reduced in any way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Domain of the Flaming Soul ability no longer has a recharge period, and you can use it at will. While in your Domain of the Flaming Soul, you can cast occult and psionic spells that cost 8 or fewer SP for 0 SP.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
[[File:Nightcomer2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Nightcomer Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Individuals might begin on this path after an encounter with the otherworldly creature known as Davra, or after being Marked for the Nightcomers, although some individuals might stumble upon it after some kind of exposure to the Pale. As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure Pain'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Gain a unique spell, Endure Pain. This counts as an occult spell. You can cast this 2/Rest.&lt;br /&gt;
'''Endure Pain'''&lt;br /&gt;
&lt;br /&gt;
''Occult Spell, Warding''&lt;br /&gt;
&lt;br /&gt;
'''APC''': 1, which you spend reactively when you take damage.&lt;br /&gt;
&lt;br /&gt;
'''SPC''': Special&lt;br /&gt;
&lt;br /&gt;
'''Range''': Self&lt;br /&gt;
&lt;br /&gt;
'''Requires''': Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration''': Instantaneous&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, spend SP equal to the amount of damage you took to gain Shield HP equal to double that amount.&lt;br /&gt;
&lt;br /&gt;
If the damage was inflicted by an occult spell you cast or a Nightcomer ability you used, gain additional Shield HP equal to your CHA.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|You gain the Graft ability.&lt;br /&gt;
&lt;br /&gt;
* '''Graft (2/Rest).''' You may spend one minute to remove a body part from a creature that has been dead for no longer than one hour and attach it to your own body. When you use this ability, take 1d12 toxic damage as your body adjusts to the new change.&lt;br /&gt;
&lt;br /&gt;
You may have only one additional body part attached at a time, and in order to attach a new body part that would exceed your maximum, you must first remove a previous graft. Removing a graft takes one minute.&lt;br /&gt;
&lt;br /&gt;
The attached body parts give you benefits according to their type, as described on the following list:&lt;br /&gt;
&lt;br /&gt;
'''''Eye:''''' You can harvest the eye of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Investigating or Perceiving. The grafted eye counts as an additional eye for features such as Puppeteer.&lt;br /&gt;
&lt;br /&gt;
'''''Ear:''''' You can harvest the ear of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Eavesdropping or Perceiving. The grafted ear counts as an additional ear for features such as Puppeteer.&lt;br /&gt;
&lt;br /&gt;
'''''Nose:''''' You can harvest the nose of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Tracking, Intuiting, or Perceiving.&lt;br /&gt;
&lt;br /&gt;
'''''Skin:''''' You can harvest the skin of a creature with natural resistances, and Graft it to yourself. When you do so, you gain Resist 4 against a damage type that the creature had resistance against.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft II'''&lt;br /&gt;
|Graft&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 2. You also gain +4 Skill Points that can be spent on Biology, Leatherworking, or Medicine.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft III'''&lt;br /&gt;
|Graft II&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 3. Additionally, you have gained the expertise required to attach larger body parts. The following options are added to your list of choices when you use Graft:&lt;br /&gt;
'''''Leg:''''' Your walking speed is increased by +5 ft. The bonus to your walking speed from grafted legs cannot exceed +10 ft.&lt;br /&gt;
&lt;br /&gt;
'''''Hand:''''' You may carry an additional item requiring a hand, or use actions requiring a free hand while using two-handed weapons. Additionally, grafted hands may be used for the Puppeteer ability without impeding the use of your original hands.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft IV'''&lt;br /&gt;
|Graft III&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 4. Additionally, you may gain 5 Shield HP per body part currently Grafted onto you when you finish a Recoup.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft V'''&lt;br /&gt;
|Graft IV, Nightcomer 11&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 5. Additionally, you have gained the expertise required to attach more complicated body parts. The following options are added to your list of choices when you use Graft:&lt;br /&gt;
'''''Wings:''''' For 1 hour, you gain a flying speed equal to your walking speed. (1/Recoup)&lt;br /&gt;
&lt;br /&gt;
'''''Head:''''' If the creature you obtained the head from had any special Senses, you gain those senses for 1 hour. (1/Recoup)&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|You gain the Puppeteer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppeteer (2/Recoup)'''. You may expend 4 AP to detach a body part while retaining a mental connection to it, creating a puppet. When you do so, take 1d12 necrotic damage. The puppet is not an independent creature. A creature who targets the puppet with an attack or ability rolls against your defenses, and applies damage or conditions directly to you.  The puppet acts on your turn as an extension of yourself. &lt;br /&gt;
&lt;br /&gt;
When making a puppet, you may choose either one of your eyes or one of your ears. If you use an eye, you will see what the puppet sees. If you use an ear, you will hear what the puppet hears. The puppet has a walking speed equal to your walking speed and hovers at approximately the height it is placed in your body.&lt;br /&gt;
&lt;br /&gt;
You have control over the puppet while it is within 100 ft of you.&lt;br /&gt;
&lt;br /&gt;
Puppeteer lasts for 10 minutes or until you end it early by spending 1 AP to recall the body part. It ends early if you die.&lt;br /&gt;
&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer II'''&lt;br /&gt;
|Puppeteer&lt;br /&gt;
|You can control two puppets at once and their range becomes 250 ft.&lt;br /&gt;
When you use your Puppeteer ability you can detach a hand, which can be used to manipulate objects but not to attack.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer III'''&lt;br /&gt;
|Puppeteer II, Marked III&lt;br /&gt;
|You can control three puppets at once and their range becomes 500 ft. Additionally, you may use your detached hand to make weapon attacks if it is holding a weapon that does not require two hands.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|Gain the Inflict the Mark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inflict the Mark (1/Recoup).''' For 2 AP, you may inflict the Nightcomers’ mark on a creature. &lt;br /&gt;
&lt;br /&gt;
A creature that bears this mark is Frightened of you for as long as the mark persists. Additionally, you know the general direction of any creature you have marked in this way within 1 mile.&lt;br /&gt;
&lt;br /&gt;
The mark persists for 24 hours, or until you use this feature to mark another creature.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer II'''&lt;br /&gt;
|Mark of the Nightcomer&lt;br /&gt;
|You have +1 TA when attacking a creature who bears your mark. Additionally, Inflict the Mark becomes a number of creatures equal to 1⁄2 your CHA per Recoup.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer III'''&lt;br /&gt;
|Mark of the Nightcomer II&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest).''' You may use the Far Sense spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer IV'''&lt;br /&gt;
|Mark of the Nightcomer III&lt;br /&gt;
|Inflict the Mark becomes a number of creatures equal to your CHA and the mark lasts for 7 days, or until you use the feature to mark another creature past your max.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer V'''&lt;br /&gt;
|Mark of the Nightcomer IV, Nightcomer 11&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may use the Dominate Person spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it. Additionally, when you cast the spell in this manner, you take corrosive damage equal to the spell’s SPC.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|When you are Frightened, or when your Fear exceeds a value of 1⁄2 your Fear threshold, you have Resist Psychic 5.&lt;br /&gt;
Additionally, when you take a Psyche talent, you may choose to take a Nightcomer talent with the anguish tag instead of one of the standard options.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched II'''&lt;br /&gt;
|Pale-Touched&lt;br /&gt;
|You may add your CHA to your SAN when determining your Fear threshold. Additionally, when making a skill check with an influence tag, you may add your Fear to the result of the roll.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched III'''&lt;br /&gt;
|Pale-Touched II, Anguish III&lt;br /&gt;
|&lt;br /&gt;
* '''(CHA/Rest)''' When you or a creature you can see gains Fear, you may regain 5 SP. &lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish'''&lt;br /&gt;
|Pale-Touched&lt;br /&gt;
|When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, gain +1 Fear if your Fear value is less than or equal to 1⁄2 of your Fear threshold.&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -1 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish II'''&lt;br /&gt;
|Anguish&lt;br /&gt;
|When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, take additional damage equal to your Fear.&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -2 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish III'''&lt;br /&gt;
|Anguish II&lt;br /&gt;
|Your Endure Pain spell gains the dark power tag, and the following effect:&lt;br /&gt;
'''''Dark Power:''''' ''When you cast this spell, roll 1d20 and add your Fear. If the result is 10 or lower, you gain +1 Fear.''&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -1 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flesh-Tailor'''&lt;br /&gt;
|Graft V, Pale-Touched III, Nightcomer 14&lt;br /&gt;
|Your expert control of flesh and attunement with the Pale allows you to exert precise control over your creations. You have a [[Stitched]] that obeys your commands. The Stitched begins with one option from the One of a Kind feature. You may use your Graft ability to add additional limbs to the Stitched.&lt;br /&gt;
When you do so, instead of gaining the benefits you would gain from adding a limb, you may choose an additional choice from the One of a Kind feature to add to the Stitched, to a max of three.&lt;br /&gt;
&lt;br /&gt;
The Stitched has separate stats from you and acts on your turn. It can move and take one of the actions listed in its stats.&lt;br /&gt;
&lt;br /&gt;
If the Stitched is destroyed, you can create a new one. When you Take a Rest while you have access to corpses that have been dead for no longer than 24 hours, you may create a new Stitched if you do not have one.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Provided that you have enough corpses, you may now create two Stitched using this talent.&lt;br /&gt;
|''Vessel, Nightcomer, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swarm'''&lt;br /&gt;
|Marked V, Puppeteer III, Nightcomer 14&lt;br /&gt;
|You gain the Swarm ability .&lt;br /&gt;
&lt;br /&gt;
* '''Swarm (2/Rest).''' For 2 AP, you transform yourself into a swarm of floating limbs. Your body explodes into pieces, all of which are under your control. While in this form, you are considered a Large swarm of tiny creatures. You can occupy other creatures’ spaces. When another creature attempts to move through your space, it treats the space as Difficult Terrain. While in this form, you cannot be Grappled, Pinned, Prone, or Restrained. If you kill a creature while in this form, you regain 2d8 HP, as you incorporate pieces of their body into the swarm. After 1 minute, the transformation ends and your body reforms. &lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Swarm ability becomes 2/Recoup.&lt;br /&gt;
|''Vessel, Nightcomer, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Giant&amp;diff=14075</id>
		<title>Giant</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Giant&amp;diff=14075"/>
		<updated>2025-10-28T11:01:40Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== '''Giant''' ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Psionic]] Spell, Psychometabolics, Altering, Concentration''&lt;br /&gt;
|-&lt;br /&gt;
|'''APC:''' 2&lt;br /&gt;
|-&lt;br /&gt;
|'''SPC:''' 16&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Self&lt;br /&gt;
|-&lt;br /&gt;
|'''Requires:''' Gesture&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' 1 minute&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Your Size increases by one step (e.g., from Medium to Large). For the duration, gain +2 STR, which can exceed your attribute cap, and gain +5 FORT. You also gain 10 Shield HP upon casting this spell.&lt;br /&gt;
|-&lt;br /&gt;
!Upcharge&lt;br /&gt;
|-&lt;br /&gt;
|'''Upcharge''': +1 Size per +16 SP. For each additional step, gain +2 STR, +5 FORT, and +10 Shield HP. You cannot become larger than Gargantuan.&lt;br /&gt;
|}&lt;br /&gt;
[[Psionic Spells|[Back to Psionic Spells]]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Fear_Eater&amp;diff=14073</id>
		<title>Fear Eater</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Fear_Eater&amp;diff=14073"/>
		<updated>2025-10-24T14:16:11Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''  &lt;br /&gt;
&lt;br /&gt;
The fear eater is a shapechanging creature that takes whatever form it believes is most likely to induce fear in its prey. Fear eaters are very hostile, but unlikely to kill their victims, as they feed on the victim’s fears — and while many creatures fear death, they fear nothing once they are dead. Fear eaters are known to stalk their prey for days on end and to attack while they rest. The best defense against a fear eater is to remain calm, as they have little interest in those who do not fear them.  &lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Fear Eater&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 10''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Eldritch Shapechanger (Psionic)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 12&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Blunt 5 '''Immune''' Cold, Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 70&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 120 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind, Unerring Mind, Vigilant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +6&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Unsettling Aura.''' Any creature that starts its turn within 10 ft of the Fear Eater must make DC 15 SAN check or become Frightened until the start of its next turn.&lt;br /&gt;
'''Shifting Form.''' The Fear Eater takes the form it senses will induce the most fear in its prey. This often begins as an imposing and deadly monster, but as it stalks its prey it might discover clues that would lead it towards more personal fears. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of the Fear Eater’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Take three Tier 1 actions.''&lt;br /&gt;
* ''Move and take one Tier 2 action.''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Fear Eater can move up to its speed.&lt;br /&gt;
'''Track.''' The Fear Eater can track the scent of a creature’s fear. Choose a creature that the Fear Eater can see. If the creature has at least 1 Fear, then for the next 24 hours the Fear Eater instinctively knows which direction will bring them closer to that creature. The Fear Eater can only track one creature at a time.&lt;br /&gt;
&lt;br /&gt;
'''Pursue.''' The Fear Eater can move up to double its speed towards the creature that it is tracking.&lt;br /&gt;
&lt;br /&gt;
'''Invoke Dread (Recharge 5).''' ''40 ft Cone Natural Weapon.'' +4 vs WILL of each creature in the cone. '''Hit:''' 9 (1d10+4) psychic and the creature is Frightened until the start of its next turn. If the creature is already Frightened, it gains +1 Fear.&lt;br /&gt;
&lt;br /&gt;
'''Terrify.''' ''Reach 15 ft Natural Weapon.'' +4 vs LOG. '''Hit:''' 7 (1d6+4) psychic and the target becomes Demoralized until the start of its next turn, and the target gains +1 Fear. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 2 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Consume Fear.''' The Fear Eater can consume the Fear of a creature whose Fear is equal to or greater than their Fear Threshold. ''Reach 15 ft Natural Weapon.'' +6 vs ANT. '''Hit:''' 19 (2d12+6) psychic and the target is Shaken for 1 minute. The target loses 1d4 Fear and the Fear Eater regains HP equal to double the Fear removed. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Enchanted_Rug&amp;diff=14072</id>
		<title>Enchanted Rug</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Enchanted_Rug&amp;diff=14072"/>
		<updated>2025-10-24T14:03:02Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Mages and other casters often experiment with enchanting various otherwise inanimate items to do their bidding. Whether enchanting [[armor]] to fight for itself or enchanting a cape to help a creature fly, it takes a caster of great skill to enchant an item repeatedly for months on end in [[order]] to make the enchantment permanent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Enchanted Rug ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 6''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Constructed ([[Arcane]])''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 12&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Nonmagical Sharp '''Immune''' Psychic, Toxic, Necrotic, Nonmagical Blunt&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 20&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 2/Magical [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 0 ft, Fly 60 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsense 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Unerring Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Arcane Servitude.''' Enchanted Objects have no will of their own and must obey the simple commands of their master.&lt;br /&gt;
'''Mundane Appearance.''' While motionless, the Enchanted Rug is indistinguishable from a nonmagical rug.&lt;br /&gt;
&lt;br /&gt;
'''Transfer [[Damage]].''' When it has Restrained a creature, any time the Enchanted Rug would take damage, it takes ½ damage and the creature it is Restraining takes the other half.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''T'''he Enchanted Rug can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Enchanted Rug can move up to its speed.&lt;br /&gt;
'''Wrap.''' ''Reach 5 ft, Natural Weapon.'' +3 vs REF. '''Hit:''' 6 (1d6+3) blunt. The target gains the Suffocating, and Restrained (escape DC 13) [[conditions]]. The Enchanted Rug may only Wrap one creature at a time. When the creature breaks the Restrained condition, Suffocating ends as well.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cetus&amp;diff=14071</id>
		<title>Cetus</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cetus&amp;diff=14071"/>
		<updated>2025-10-24T14:00:01Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Cetus.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
A fearsome ocean predator, the Cetus is an enormous creature with the head of a boar, a long, serpentine neck, and the body of a whale. It is generally a deep-sea creature, hunting large prey like dolphins or groupers. Cetuses are known to ram into boats that they believe to be potential prey. If this causes the boat to sink or capsize, a Cetus very well may feast on the frantic crew as they struggle to reach safety.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Cetus ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 20''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Gargantuan (Long). [[Giant]] Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!2&lt;br /&gt;
!-2&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 15&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Cold 6 '''Immune''' Nonmagical Weapon [[Damage]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 230&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Lightning 1  '''DR''' 6/Magical [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 5 ft, Swim 60 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Apex Predator.''' The Cetus is always aware of creatures and objects that are Huge or larger within 1 mile of it.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Cetus can MOVE and take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Bite.''' ''Reach 10 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 22 (3d10+6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Gore.''' ''Reach 10 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 16 (3d6+6) sharp and the creature gains Bleeding 1d6. If this attack hits a structure, subtract 5 from the structure’s DT. If this Bloodies the structure, it punctures a 1 ft diameter hole in the structure.&lt;br /&gt;
&lt;br /&gt;
'''Ram.''' ''Reach 10 ft Natural Weapon.'' +6 vs REF. '''Hit:''' 16 (3d6+6) blunt and the creature is Dazed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chamrosh&amp;diff=14070</id>
		<title>Chamrosh</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chamrosh&amp;diff=14070"/>
		<updated>2025-10-24T13:59:18Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Chamrosh.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
A fusion of [[wolf]] and bird, the majestic Chamrosh possesses supreme agility and a keen pack mentality. Like common wolves or flock birds, Chamroshes work very well in groups and organize into a rough hierarchy, with different members of the pack or flock taking different critical functions.&lt;br /&gt;
&lt;br /&gt;
Chamroshes are predatory, but they are also wise guardians of their natural realms. Keeping a watchful eye over forest and mountaintop, Chamroshes will alter their eating patterns if a type of prey grows scarce, helping regulate their domains so that all species may thrive.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Chamrosh ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 3''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!-2&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 28&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft, Fly 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +2; (AWR) Tracking +4, Perceiving +8&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pack Tactics.''' The Chamrosh gains a +2 bonus to Attack rolls if it has an ally within 5 ft of the target and that ally is not Unconscious.&lt;br /&gt;
&lt;br /&gt;
'''Dive.''' If the Chamrosh has moved at least 20 ft straight down on its turn, it gains TA on a Bite attack and deals 3 (1d6) additional sharp [[damage]] on a hit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Chamrosh can take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Chamrosh can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Bite.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp, and the Chamrosh may make a secondary attack: +2 vs FORT. '''Hit:''' Target is Grappled.&lt;br /&gt;
&lt;br /&gt;
'''Growl.''' The Chamrosh prepares its Growl.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Growl.''' If the Chamrosh used its Growl action on its last turn, when a creature moves into Melee distance of the Chamrosh, it may make a Bite attack.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Carrion_Worm&amp;diff=14069</id>
		<title>Carrion Worm</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Carrion_Worm&amp;diff=14069"/>
		<updated>2025-10-24T13:55:57Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=CarrionWorm.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Carrion Worms make their homes in dark, dank forest floors or in caves, typically near ancient ruins as it often means a reliable stream of adventurers to feast upon. They will feed on any creature that they can subdue, shredding it apart with their conical mouths lined with spirals of barbed teeth. Carrion Worms will then coat the bones of their prey with their saliva and plaster these bones to their hides. Carrion Worms sometimes use their saliva to embalm humanoid limbs, which they attach to their bellies and use to scuttle more quickly through their domain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Carrion Worm ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 14''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge (Long). Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!-1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 15&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Divine]] 2, Radiant 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 140&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft, Climb 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Grasping Hands.''' The Carrion Worm is immune to the Restrained and Grappled [[conditions]].&lt;br /&gt;
&lt;br /&gt;
'''Carrion Carapace.''' If the Carrion Worm takes more than 20 [[damage]] in a round it immediately loses 1 AR and creates 2 Crepits in an adjacent unoccupied space. These [[Crepit]] obey the Carrion Worm’s mental commands and take their turn immediately after it. This feature may only be used once per round.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Carrion Worm can take FOUR of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Carrion Worm can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Bite.''' ''Reach 10 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 8 (1d6+5) sharp.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Carrion Worm can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Carrion Worm can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Bite.''' ''Reach 10 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 8 (1d6+5) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Consume.''' ''Reach 5 ft Natural Weapon.'' +5 vs REF. '''Hit:''' 9 (1d8+5) sharp and the target moves to occupy the same space as the Carrion Worm, becoming Restrained (escape DC 15). At start of each of a Restrained creature’s turns, the Carrion Worm may make a special attack: +5 vs FORT. '''Hit:''' 13 (2d12) corrosive. The Carrion Worm cannot Restrain more than 3 creatures at a time using this feature.&lt;br /&gt;
&lt;br /&gt;
'''Shed Carapace (1/Round).''' The Carrion Worm loses 20 HP and 1 AR to spawn 4 (1d4+2) Crepits in an adjacent unoccupied space. These Crepits obey the Carrion Worm’s mental commands and take their turn immediately after it in [[Initiative]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14048</id>
		<title>Physician: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14048"/>
		<updated>2025-10-16T12:17:56Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Religious''&lt;br /&gt;
&lt;br /&gt;
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your [[skills]] through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: belt pouch and satchel, gambeson [[armor]], tool or kit (1), clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Physician]] profession (including rank 1), gain +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Woodcarving*&lt;br /&gt;
* '''Influence:''' [[Empathy]], Leadership&lt;br /&gt;
* '''Knowledge:''' Arcana, Biology, Chemistry, History, Law&lt;br /&gt;
* '''Observation:''' Appraising, Intuiting&lt;br /&gt;
* '''Subterfuge:''' Lockpicking, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Animal Handling, Nature&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
When you become a rank 1 Physician, and every time you gain a rank in the Physician profession, your skill as a medical practitioner and your status in the medical community improves.&lt;br /&gt;
&lt;br /&gt;
You have completed the basic training required to treat individuals suffering from illness or injury. Choose your specialization as a physician: apothecary, field surgeon, medical doctor, or veterinarian. Each time you rank up in this profession, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Apothecary&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the herbalism ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbalism (1/Rest).''' While you are not in an urban area, you may scrounge for flora and fauna with intrinsic medicinal value. Make a DC 15 AWR/Foraging, INT/Nature, or LUCK/Scavenging check. On a success, you gain 1 herbal tincture. You may have a number of herbal tinctures up to double your INT.&lt;br /&gt;
&lt;br /&gt;
Gain the Herbal Cure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbal Cure (1/Week).''' You can spend 1 hour attempting to treat a patient by expending 1 herbal tincture. Make a DC 18 INT/Nature check; on a success, then you cure one creature of a common [[disease]] or [[poison]]. On a failure, you expend your herbal tincture but do not expend your use of Herbal Cure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the More Leeches! ability.&lt;br /&gt;
&lt;br /&gt;
* '''More Leeches!''' When you attempt to treat a patient using Herbal Cure, you may also apply an unnecessarily voluminous number of leeches and/or maggots to draw out the bad blood and eat away rotten flesh. The patient takes 1d4 sharp damage and 1d4 psychic damage. Lower your treatment DC by the amount of damage the patient took.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
&lt;br /&gt;
When using Herbal Cure, you may expend additional herbal tinctures to attempt to cure more deadly diseases or poisons, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tinctures&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Uncommon&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Rare&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Very Rare&lt;br /&gt;
|35&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Balance the Humors ability.&lt;br /&gt;
&lt;br /&gt;
* '''Balance the Humors.''' When you attempt to treat a patient using Herbal Cure, you may first attempt to balance their humors. To do so, make an INT/Religion check against a DC determined based on the poison or disease’s rarity, as shown on the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Very Rare&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
If successful, lower the DC for your treatment by 4. Lower the DC for your treatment by an additional 4 if you exceeded your DC by 8 or more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Herbal Cure becomes 1/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Apothecary’s Remedy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Apothecary's Remedy (1/Week).''' Applying additional herbal tinctures to a patient allows you to lower the DC of their treatment by 2 per additional tincture used.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Field Surgeon&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Triage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Triage (1/Rest).''' By spending 1 minute, you can attempt to treat one patient suffering from a lingering injury. Make an INT/Medicine check against a DC determined by the injury. On a success, they may ignore that lingering injury for the next 10 minutes, after which they regain the symptoms and recover at the normal treated recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
When you use Triage and succeed on your INT/Medicine check, the creature may ignore that lingering injury for 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Follow Up Treatment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Follow Up Treatment.''' You may spend 1 hour giving additional treatment to an individual that benefited from your Triage ability. Their treated recovery time advances by 2d6 days. You cannot use this ability on the same creature’s injury more than once.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your capacity to rapidly treat the most grievous wounds with clinical efficiency makes you a remarkably valuable asset. When you use Triage and succeed on your INT/Medicine check, the creature’s treated recovery time is halved. Furthermore, if you fail your INT/Medicine check, you do not expend your use of Triage, but you cannot attempt to treat that specific injury again using your Triage ability until you Take a Rest.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Medical Doctor&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your patient load increases to four; only one of these patients may have an uncommon disease.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +1 [[Goodwill]] per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +3 Goodwill per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Veterinarian&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
You gain a [[Draft Horse|draft horse]] or similar steed that carries your medical supplies. It does not aid you in [[combat]].&lt;br /&gt;
&lt;br /&gt;
Gain the Veterinarian ability.&lt;br /&gt;
&lt;br /&gt;
* '''Veterinarian. (1/Rest).''' Given two days of operation at a well-resourced medical facility, you can attempt to treat one animal patient. Make a DC 12 AWR/Animal Handling or INT/Medicine check. On a success, then you cure one beast or monstrosity of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common poison or a common or uncommon disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Not That Kind of Doctor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Not That Kind of Doctor (1/Week).''' You may use your Veterinarian ability to target a humanoid. However, the DC is doubled, and if you fail, the target gains Bleeding (1d6), gains Fatigue, and is Shaken until it removes Fatigue.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
The first time a beast or monstrosity that you treated Takes a Rest, it gains [[Shield]] HP equal to your AWR or INT.&lt;br /&gt;
&lt;br /&gt;
Your services as a specialist medic earn you +1 Goodwill every time you use your Veterinarian ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common, uncommon, or rare poison or any disease.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Hex_Witch&amp;diff=14047</id>
		<title>Hex Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Hex_Witch&amp;diff=14047"/>
		<updated>2025-10-16T11:47:04Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Hex Witch ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid ([[Occult]])''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 11&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 ([[elemental]] robes) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Elemental 3, Psychic, 5 '''Immune''' Charmed, Frightened&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 35&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 5/Radiant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (CHA) Deceiving +4, [[Empathy]] +4&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Occult Chants.''' Using END, the Hex [[Witch]] can cast the following chants. [[Blind]], [[Mesmerize]], [[Mind Tremor]].&lt;br /&gt;
'''Occult Rituals.''' Using END, the Hex Witch can cast the following rituals. [[Bedeviling Countenance]], [[Curse of Trembling]], [[Devil's Sight|Devil’s Sight]], [[Entice]], [[Warding Pentagram]].&lt;br /&gt;
&lt;br /&gt;
'''[[Occult Spells]]'''. Using END, the Hex Witch knows the following spells and can cast them at will. [[Darkness]], [[Hex Of Hemophilia|Hex of Hemophilia]], [[Hex of Tumult]], [[Minor Augmentation]], [[Warp Step]].&lt;br /&gt;
&lt;br /&gt;
'''Poppets.''' The Hex Witch can create up to three poppets in the likeness of creatures with whom the Hex Witch is familiar. Creating each poppet requires at least 1 hour. By spending 1 minute focused on one of these dolls, the Hex Witch may sense exactly how far away the creature is and its current emotional state. It cannot do this if the creature is on a different plane of existence.&lt;br /&gt;
&lt;br /&gt;
'''Sympathetic Magic'''. The Hex Witch has TA on any magic attack roll against a creature for which it has a poppet.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Hex Witch can MOVE and take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Hex Witch moves up to its speed.&lt;br /&gt;
'''Withering Grasp.''' ''Reach 5 ft Natural Weapon''. +3 vs FORT. '''Hit:''' 2 (1d4) necrotic and 2 (1d4) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' The Hex Witch can cast one of its chants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Hex Witch can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Sympathy]] Dagger.''' ''Ranged 60 ft Natural Weapon.'' The Hex Witch deals 4 (1d8) sharp [[damage]] to a creature for whom it has a poppet. That creature becomes Shaken until the end of its next turn.&lt;br /&gt;
'''Spell'''. The Hex Witch can cast one of its spells.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spatial Warp (1/Round).''' When a creature moves within 20 ft of the Hex Witch, the Hex Witch can make a reactive attack: +3 vs ANT. '''Hit''': Teleport the target 20 ft in a direction of the Hex Witch’s choice to an unoccupied space on the ground.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dwarf_Navigator&amp;diff=13951</id>
		<title>Dwarf Navigator</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dwarf_Navigator&amp;diff=13951"/>
		<updated>2025-09-04T17:07:03Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Dwarf Navigator ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 (half plate) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 20&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft, Climb 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Balancing +4; (END) Forced March +4; (AWR) Perceiving +2, Sheltering +4; (INT) Dungeoneering +4, Medicine +2, Navigating +6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Stalwart.''' When making checks to avoid Fatigue from [[weather]] phenomena, the [[Dwarf]] Navigator rolls 2d20 and uses the higher.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Dwarf Navigator can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Dwarf Navigator can move up to its speed.&lt;br /&gt;
'''Battle Axe'''. ''Reach 5 ft Hand-and-a-Half Weapon.'' +2 vs AR. '''Hit:''' 6 (1d8+2) sharp, or 7 (1d10+2) if using two hands.&lt;br /&gt;
&lt;br /&gt;
'''Throwing Axe.''' ''Thrown 30 ft One-Handed Weapon.'' +2 vs AR. '''Hit:''' 5 (1d6+2) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Brace.''' The Dwarf Navigator assumes a stance that allows it to make an attack reactively when a creature moves into reach of its weapon.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Brace (1/Round)'''. If the Dwarf Navigator used Brace on its last turn, then when a creature enters the reach of its Battle Axe, it may make a Battle Axe attack.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Kappa&amp;diff=13882</id>
		<title>Kappa</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Kappa&amp;diff=13882"/>
		<updated>2025-08-28T18:30:02Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
A strange [[turtle]]-like spirit with arms that can swap around their body, Kappas are wondrous sights to behold. They do not speak, but are intelligent and cunning. Kappas are known to drag unsuspecting victims into the waters where they live, but have also been observed helping local farms or settlements with irrigation problems. Adventurers would generally advise cautious cordiality towards a Kappa until it reveals its true malicious or helpful motives.__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Kappa ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Humanoid, Fae''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 52&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Primal]] 4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Swim 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (CHA) Deceiving +4&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Iron Will&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Reposition Limbs.''' By spending 1 minute transforming, the Kappa can change its stats in any of the following ways, or return its stats to normal.&lt;br /&gt;
&lt;br /&gt;
* Decrease its Swim speed by 10, 20, or 30 ft to increase its normal speed by that many ft.&lt;br /&gt;
* Decrease its DEX by 1 or 2 to increase its AR by 2 or 4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Kappa can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Kappa can move up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft, Natural Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6+4) sharp, and make a secondary attack: +2 vs FORT. '''Hit:''' The target becomes Paralyzed until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Kappa can take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Control Water]] (3/Rest).''' Using CHA, the Kappa casts the [[Control Water]] primal spell.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Rot_Bees&amp;diff=13881</id>
		<title>Rot Bees</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Rot_Bees&amp;diff=13881"/>
		<updated>2025-08-28T18:03:10Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Also called Carrion Bees or Vulture Bees, Rot Bees nourish themselves not with pollen and nectar, but with rotting flesh. These bees can grow up to the size of a housecat and carry bits of decomposing animal matter back to their hive, which they build out of whatever carrion they do not consume. Because they do not have any way to embalm the carrion, their hives are constantly in need of repair and expansion as their building material has a short usable lifetime.&lt;br /&gt;
&lt;br /&gt;
Due to their lifestyles, Rot Bees often nest near M’l’ykkri and other creatures conducive to their needs. If desperate, Rot Bees will grow murderous so that they can gather enough fresh corpses to survive.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Rot Bees ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 4''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Abominable Beast''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!3&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!-2&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Toxic 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 30&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' The Rot Bee can communicate telepathically with other Rot Bees up to a distance of half a mile.&lt;br /&gt;
'''Construct.''' By spending 1 minute secreting fluids on dead animal matter, the Rot Bee can shape the corpse into a firm surface in a shape of its choice. It can connect the corpse to other dead animal matter that was shaped using this feature. Animal matter shaped using this feature does not decompose any further, but the smell remains.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Rot Bee can take TWO of the following actions, or take the same action twice'''.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Rot Bee can move up to its speed.&lt;br /&gt;
'''Sting'''. ''Reach 5 ft Natural Weapon.'' +3 vs REF. '''Hit''': 2 (1d4) sharp and 5 (2d4) toxic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Rot Bee can take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Feast.''' The Rot Bee can eat a chunk of flesh from a corpse, regaining 4 (1d8) HP.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Snakes&amp;diff=13863</id>
		<title>Swarm of Snakes</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Snakes&amp;diff=13863"/>
		<updated>2025-08-27T18:54:16Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=SwarmofSnakes.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Individual beasts may pose formidable adversaries or faithful allies. Adventurers must also keep a sharp eye out for any signs of swarms. Typically made up of small animals of the same species, swarms can be especially tricky to fight, as swinging a sword at hundreds of bats will only do so much.&lt;br /&gt;
&lt;br /&gt;
Swarms have DR/AOE. This stands for “Area of Effect” and means they apply their DR to all [[damage]] except damage that targets more than one creature, such as the [[Fireball]] spell.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Swarm of Snakes ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Beast Swarm''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 11&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 3/AOE&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 15&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Tremorsense 100 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Swarm.''' When the Swarm of Snakes is Bloodied, halve the damage that it deals. The Swarm of Snakes can occupy other creatures’ spaces. When another creature attempts to move through a Swarm of Snakes’ space, it treats the space as difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Swarm of Snakes can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Swarm of Snakes can move up to its speed.&lt;br /&gt;
'''Bite.''' ''Reach 0 ft Natural Weapon''. +2 vs AR. '''Hit:''' 4 (1d4+2) sharp and 5 (2d4) toxic.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=M%27l%27ykkri_Fleshling&amp;diff=13685</id>
		<title>M'l'ykkri Fleshling</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=M%27l%27ykkri_Fleshling&amp;diff=13685"/>
		<updated>2025-08-25T13:39:07Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MlykkriFleshling.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
An untold abomination of the universe, the M’l’ykkri Fleshling looks like an inside out humanoid torso with teeth that can burrow, combine, and rearrange within itself. When enough fleshlings amalgamate together, they create a terrifying M’l’ykkri Flesh Swarm.&lt;br /&gt;
&lt;br /&gt;
Once per year, M’l’ykkri will shed bits of flesh about as long as a human’s forearm. These Flesh Worms will seek out humanoids and burrow into them. This usually kills the humanoid, but if it does not, then the worm will secrete fluids that corrode the humanoid’s entrails and transform it into a new Fleshling.&lt;br /&gt;
&lt;br /&gt;
Eventually, M’l’ykkri Fleshlings will grow so old and large that they become true M’l’ykkri, which are so enormous that whole patches of forest or jungle can grow on top of it while it burrows into the ground to await unsuspecting prey. When a creature nears it, a M’l’ykkri will open its enormous maw and swallow creatures even as large as elephants whole.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== M'l'ykkri Fleshling ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 3''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Abonimable, Eldritch''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 8&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 21&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Corrosive 2; '''DR''' 5/Corrosive&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Horrifying Appearance.''' When a creature starts its turn within 30 ft of the [[M'l'ykkri]] Fleshling, the M'l'ykkri Fleshling automatically makes an attack against it: +3 vs WILL. '''Hit:''' Target is Frightened. '''Miss:''' Target is no longer Frightened and becomes immune to this feature for 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The M'l'ykkri Fleshling can '''MOVE''' and take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The M'l'ykkri Fleshling moves up to its speed.&lt;br /&gt;
'''Bite.''' ''Reach 5 ft Natural Weapon''. +3 vs AR. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Pursue.''' The M’l’ykkri Fleshling assumes a stance that allows it to Exploit before the start of its next turn if provoked.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the M'l'ykkri Fleshling can take of the following action.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Grinding Teeth.''' ''30 ft Radius Natural Weapon.'' +3 vs WILL of each creature in the radius. '''Hit:''' 6 (1d6+3) psychic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pursue (1/Round).''' If the M'l'ykkri Fleshling used its Pursue ability on its last turn, it can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13634</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13634"/>
		<updated>2025-08-19T11:40:47Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=3'6&amp;quot; - 4'6&amp;quot;|Weight=120 - 240 lbs|Size=Medium|Base Speed=20 ft|Appearance='''Mountain Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades range from Brown to Pale &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Blonde, Brunette, Granite-Gray, or Black&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: All  genders grow thick, bushy beards adorned with trinkets of precious metals. Stocky in stature.&lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Earthen Shades like Clay or Sandstone&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Shades of Red or Brown&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Tend to be comparatively tall and lanky.&lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Pale, almost translucent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Varies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Beardless. Large eyes. Stocky in stature.|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 16 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Roughly 300 years|image=dwarf.png}}&lt;br /&gt;
&lt;br /&gt;
Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long-lasting civilizations.&lt;br /&gt;
&lt;br /&gt;
Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world.&lt;br /&gt;
&lt;br /&gt;
While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. &lt;br /&gt;
&lt;br /&gt;
Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Crag dwarves, or “Kharn’Khan,” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. The beardless, pale-skinned deep dwarves, or “Uhn’Gunder,” settle within the deepest caves of the earth where stories of “daylight” are told to frighten children. Lastly, mountain dwarves, or “Strugar,” carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarven Culture&amp;lt;/big&amp;gt; ====&lt;br /&gt;
Dwarves of all types prize their craftsmanship and architecture. They honor their ancestors with massive shrines. &lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarf'''&lt;br /&gt;
&lt;br /&gt;
Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Many crag dwarf cities are built in restored ruins of ancient dwarven or elven civilizations and their clothes and creations are an integration of long-forgotten styles.  &lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarf'''&lt;br /&gt;
&lt;br /&gt;
Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long term legacy. Deep dwarves have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.&lt;br /&gt;
&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
&lt;br /&gt;
Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarf Traits&amp;lt;/big&amp;gt; ====&lt;br /&gt;
'''Height:''' 3’6” - 4’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 240 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution. &lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarf'''&lt;br /&gt;
* Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. Generally taller and comparatively lankier than other dwarven sublineages.&lt;br /&gt;
'''Deep Dwarf'''&lt;br /&gt;
* Deep dwarves look almost alien, with pale skin that borders on translucent and large, dark eyes adapted to navigate the utter blackness of cavern living.&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
* The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein. Their hair ranges in shade from blonde and brunette to granite-gray or black.&lt;br /&gt;
'''Lifespan:''' Dwarves reach maturity around 16 years of age and can live as long as 300 years.&lt;br /&gt;
&lt;br /&gt;
'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Features ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Starting Features ====&lt;br /&gt;
At level 1, you gain the following features as a dwarf. You gain additional features based on your sublineage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stonesense'''&lt;br /&gt;
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography, and Navigating* checks regarding the underground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose one of the following sublineages and gain bonus 1st level features based on your selection. &lt;br /&gt;
&lt;br /&gt;
====== Crag Dwarf ======&lt;br /&gt;
Generally taller and comparatively lankier than other dwarven sublineages, the crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit. The crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.&lt;br /&gt;
&lt;br /&gt;
As a crag dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Minded'''&lt;br /&gt;
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and take the lower.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruin Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Carpentry*, Cooking*, Leatherworking*, Masonry*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: History &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Navigating*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Deep Dwarf ======&lt;br /&gt;
The deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly-packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.&lt;br /&gt;
&lt;br /&gt;
As a deep dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Dangersense'''&lt;br /&gt;
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Deep Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Cooking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Perceiving &lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Navigating*, Sneaking, Tracking.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Mountain Dwarf ======&lt;br /&gt;
The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein.&lt;br /&gt;
&lt;br /&gt;
As a mountain dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Frozen Fortitude'''&lt;br /&gt;
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountainborn'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Contorting&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Cooking*, Jeweling*, Leatherworking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Appraising&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Evading, Navigating*, Tracking&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Dwarf Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Craftsdwarf'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision II''' &lt;br /&gt;
|Darkvision &lt;br /&gt;
|Gain +30 ft Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Constitution''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the athleticism tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain +3 to AWR checks to detect hidden doors or traps.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity II''' &lt;br /&gt;
|Dwarven Ingenuity &lt;br /&gt;
|Gain the Tripwire ability. &lt;br /&gt;
&lt;br /&gt;
* '''Tripwire (1/Rest).''' You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. Choose a point within 5 ft of you. When a creature moves into that square, make an attack using your AWR against their ANT. On a hit, the target is Slowed until the end of its next turn. &lt;br /&gt;
&lt;br /&gt;
If a creature does not see you set this trap, they must make an AWR/Perceiving check against a DC equal to 10 + your AWR. A trap has 5 HP, an AR of 10, and can be disabled using the same DC.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity III''' &lt;br /&gt;
|Dwarven Ingenuity II&lt;br /&gt;
|Tripwire becomes 1/Recoup. Additionally, on a hit, your Tripwire ability now deals 1d6 sharp damage and knocks Prone in addition to being Slowed. &lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic +3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood II'''&lt;br /&gt;
|Earth-Blood &lt;br /&gt;
|Gain Resist Toxic +3, Immune Common Diseases, and Immune Uncommon Diseases.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood III''' &lt;br /&gt;
|Earth-Blood II, Character Level 20 &lt;br /&gt;
|Gain Immune Toxic, Immune Common Poison, and Immune Uncommon Poisons.&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel Heart'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Your max HP increases by +5 each time you take this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoutling'''&lt;br /&gt;
|&lt;br /&gt;
|You can now carry three additional weapons and a total of three items with the unwieldy tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Treasure Hunter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13633</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13633"/>
		<updated>2025-08-19T11:39:49Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=3'6&amp;quot; - 4'6&amp;quot;|Weight=120 - 240 lbs|Size=Medium|Base Speed=20 ft|Appearance='''Mountain Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades range from Brown to Pale &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Blonde, Brunette, Granite-Gray, or Black&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: All  genders grow thick, bushy beards adorned with trinkets of precious metals. Stocky in stature.&lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Earthen Shades like Clay or Sandstone&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Shades of Red or Brown&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Tend to be comparatively tall and lanky.&lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Pale, almost translucent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Varies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Beardless. Large eyes. Stocky in stature.|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 16 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Roughly 300 years|image=dwarf.png}}&lt;br /&gt;
&lt;br /&gt;
Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long-lasting civilizations.&lt;br /&gt;
&lt;br /&gt;
Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world.&lt;br /&gt;
&lt;br /&gt;
While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. &lt;br /&gt;
&lt;br /&gt;
Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Crag dwarves, or “Kharn’Khan,” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. The beardless, pale-skinned deep dwarves, or “Uhn’Gunder,” settle within the deepest caves of the earth where stories of “daylight” are told to frighten children. Lastly, mountain dwarves, or “Strugar,” carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarven Culture&amp;lt;/big&amp;gt; ====&lt;br /&gt;
Dwarves of all types prize their craftsmanship and architecture. They honor their ancestors with massive shrines. &lt;br /&gt;
&lt;br /&gt;
===== Crag Dwarf =====&lt;br /&gt;
Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Many crag dwarf cities are built in restored ruins of ancient dwarven or elven civilizations and their clothes and creations are an integration of long-forgotten styles.  &lt;br /&gt;
&lt;br /&gt;
===== Deep Dwarf =====&lt;br /&gt;
Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long term legacy. Deep dwarves have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.&lt;br /&gt;
&lt;br /&gt;
===== Mountain Dwarf =====&lt;br /&gt;
Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarf Traits&amp;lt;/big&amp;gt; ====&lt;br /&gt;
'''Height:''' 3’6” - 4’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 240 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution. &lt;br /&gt;
&lt;br /&gt;
===== Crag Dwarf =====&lt;br /&gt;
* Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. Generally taller and comparatively lankier than other dwarven sublineages.&lt;br /&gt;
&lt;br /&gt;
===== Deep Dwarf =====&lt;br /&gt;
* Deep dwarves look almost alien, with pale skin that borders on translucent and large, dark eyes adapted to navigate the utter blackness of cavern living.&lt;br /&gt;
&lt;br /&gt;
===== Mountain Dwarf =====&lt;br /&gt;
* The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein. Their hair ranges in shade from blonde and brunette to granite-gray or black.&lt;br /&gt;
'''Lifespan:''' Dwarves reach maturity around 16 years of age and can live as long as 300 years.&lt;br /&gt;
&lt;br /&gt;
'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Features ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Starting Features ====&lt;br /&gt;
At level 1, you gain the following features as a dwarf. You gain additional features based on your sublineage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stonesense'''&lt;br /&gt;
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography, and Navigating* checks regarding the underground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose one of the following sublineages and gain bonus 1st level features based on your selection. &lt;br /&gt;
&lt;br /&gt;
====== Crag Dwarf ======&lt;br /&gt;
Generally taller and comparatively lankier than other dwarven sublineages, the crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit. The crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.&lt;br /&gt;
&lt;br /&gt;
As a crag dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Minded'''&lt;br /&gt;
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and take the lower.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruin Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Carpentry*, Cooking*, Leatherworking*, Masonry*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: History &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Navigating*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Deep Dwarf ======&lt;br /&gt;
The deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly-packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.&lt;br /&gt;
&lt;br /&gt;
As a deep dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Dangersense'''&lt;br /&gt;
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Deep Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Cooking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Perceiving &lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Navigating*, Sneaking, Tracking.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Mountain Dwarf ======&lt;br /&gt;
The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein.&lt;br /&gt;
&lt;br /&gt;
As a mountain dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Frozen Fortitude'''&lt;br /&gt;
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountainborn'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Contorting&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Cooking*, Jeweling*, Leatherworking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Appraising&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Evading, Navigating*, Tracking&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Dwarf Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Craftsdwarf'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision II''' &lt;br /&gt;
|Darkvision &lt;br /&gt;
|Gain +30 ft Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Constitution''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the athleticism tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain +3 to AWR checks to detect hidden doors or traps.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity II''' &lt;br /&gt;
|Dwarven Ingenuity &lt;br /&gt;
|Gain the Tripwire ability. &lt;br /&gt;
&lt;br /&gt;
* '''Tripwire (1/Rest).''' You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. Choose a point within 5 ft of you. When a creature moves into that square, make an attack using your AWR against their ANT. On a hit, the target is Slowed until the end of its next turn. &lt;br /&gt;
&lt;br /&gt;
If a creature does not see you set this trap, they must make an AWR/Perceiving check against a DC equal to 10 + your AWR. A trap has 5 HP, an AR of 10, and can be disabled using the same DC.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity III''' &lt;br /&gt;
|Dwarven Ingenuity II&lt;br /&gt;
|Tripwire becomes 1/Recoup. Additionally, on a hit, your Tripwire ability now deals 1d6 sharp damage and knocks Prone in addition to being Slowed. &lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic +3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood II'''&lt;br /&gt;
|Earth-Blood &lt;br /&gt;
|Gain Resist Toxic +3, Immune Common Diseases, and Immune Uncommon Diseases.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood III''' &lt;br /&gt;
|Earth-Blood II, Character Level 20 &lt;br /&gt;
|Gain Immune Toxic, Immune Common Poison, and Immune Uncommon Poisons.&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel Heart'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Your max HP increases by +5 each time you take this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoutling'''&lt;br /&gt;
|&lt;br /&gt;
|You can now carry three additional weapons and a total of three items with the unwieldy tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Treasure Hunter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13632</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13632"/>
		<updated>2025-08-19T11:38:46Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=3'6&amp;quot; - 4'6&amp;quot;|Weight=120 - 240 lbs|Size=Medium|Base Speed=20 ft|Appearance='''Mountain Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades range from Brown to Pale &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Blonde, Brunette, Granite-Gray, or Black&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: All  genders grow thick, bushy beards adorned with trinkets of precious metals. Stocky in stature.&lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Earthen Shades like Clay or Sandstone&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Shades of Red or Brown&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Tend to be comparatively tall and lanky.&lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Pale, almost translucent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Varies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Beardless. Large eyes. Stocky in stature.|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 16 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Roughly 300 years|image=dwarf.png}}&lt;br /&gt;
&lt;br /&gt;
Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long-lasting civilizations.&lt;br /&gt;
&lt;br /&gt;
Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world.&lt;br /&gt;
&lt;br /&gt;
While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. &lt;br /&gt;
&lt;br /&gt;
Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Crag dwarves, or “Kharn’Khan,” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. The beardless, pale-skinned deep dwarves, or “Uhn’Gunder,” settle within the deepest caves of the earth where stories of “daylight” are told to frighten children. Lastly, mountain dwarves, or “Strugar,” carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarven Culture&amp;lt;/big&amp;gt; ====&lt;br /&gt;
Dwarves of all types prize their craftsmanship and architecture. They honor their ancestors with massive shrines. &lt;br /&gt;
&lt;br /&gt;
===== Crag Dwarf =====&lt;br /&gt;
Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Many crag dwarf cities are built in restored ruins of ancient dwarven or elven civilizations and their clothes and creations are an integration of long-forgotten styles.  &lt;br /&gt;
&lt;br /&gt;
===== Deep Dwarf =====&lt;br /&gt;
Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long term legacy. Deep dwarves have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.&lt;br /&gt;
&lt;br /&gt;
===== Mountain Dwarf =====&lt;br /&gt;
Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarf Traits&amp;lt;/big&amp;gt; ====&lt;br /&gt;
'''Height:''' 3’6” - 4’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 240 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution. &lt;br /&gt;
&lt;br /&gt;
===== Crag Dwarf =====&lt;br /&gt;
* Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. Generally taller and comparatively lankier than other dwarven sublineages.&lt;br /&gt;
&lt;br /&gt;
===== Deep Dwarf =====&lt;br /&gt;
* Deep dwarves look almost alien, with pale skin that borders on translucent and large, dark eyes adapted to navigate the utter blackness of cavern living.&lt;br /&gt;
&lt;br /&gt;
===== Mountain Dwarf =====&lt;br /&gt;
* The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein. Their hair ranges in shade from blonde and brunette to granite-gray or black.&lt;br /&gt;
'''Lifespan:''' Dwarves reach maturity around 16 years of age and can live as long as 300 years.&lt;br /&gt;
&lt;br /&gt;
'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Features ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Starting Features ====&lt;br /&gt;
At level 1, you gain the following features as a dwarf. You gain additional features based on your sublineage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stonesense'''&lt;br /&gt;
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography, and Navigating* checks regarding the underground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose one of the following sublineages and gain bonus 1st level features based on your selection. &lt;br /&gt;
&lt;br /&gt;
====== Crag Dwarf ======&lt;br /&gt;
Generally taller and comparatively lankier than other dwarven sublineages, the crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit. The crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.&lt;br /&gt;
&lt;br /&gt;
As a crag dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Minded'''&lt;br /&gt;
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and take the lower.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruin Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Carpentry*, Cooking*, Leatherworking*, Masonry*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: History &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Navigating*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Deep Dwarf ======&lt;br /&gt;
The deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly-packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.&lt;br /&gt;
&lt;br /&gt;
As a deep dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Dangersense'''&lt;br /&gt;
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Deep Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Cooking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Perceiving &lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Navigating*, Sneaking, Tracking.&lt;br /&gt;
|}&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
&lt;br /&gt;
The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein.&lt;br /&gt;
&lt;br /&gt;
As a mountain dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Frozen Fortitude'''&lt;br /&gt;
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountainborn'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Contorting&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Cooking*, Jeweling*, Leatherworking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Appraising&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Evading, Navigating*, Tracking&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Dwarf Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Craftsdwarf'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision II''' &lt;br /&gt;
|Darkvision &lt;br /&gt;
|Gain +30 ft Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Constitution''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the athleticism tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain +3 to AWR checks to detect hidden doors or traps.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity II''' &lt;br /&gt;
|Dwarven Ingenuity &lt;br /&gt;
|Gain the Tripwire ability. &lt;br /&gt;
&lt;br /&gt;
* '''Tripwire (1/Rest).''' You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. Choose a point within 5 ft of you. When a creature moves into that square, make an attack using your AWR against their ANT. On a hit, the target is Slowed until the end of its next turn. &lt;br /&gt;
&lt;br /&gt;
If a creature does not see you set this trap, they must make an AWR/Perceiving check against a DC equal to 10 + your AWR. A trap has 5 HP, an AR of 10, and can be disabled using the same DC.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity III''' &lt;br /&gt;
|Dwarven Ingenuity II&lt;br /&gt;
|Tripwire becomes 1/Recoup. Additionally, on a hit, your Tripwire ability now deals 1d6 sharp damage and knocks Prone in addition to being Slowed. &lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic +3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood II'''&lt;br /&gt;
|Earth-Blood &lt;br /&gt;
|Gain Resist Toxic +3, Immune Common Diseases, and Immune Uncommon Diseases.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood III''' &lt;br /&gt;
|Earth-Blood II, Character Level 20 &lt;br /&gt;
|Gain Immune Toxic, Immune Common Poison, and Immune Uncommon Poisons.&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel Heart'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Your max HP increases by +5 each time you take this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoutling'''&lt;br /&gt;
|&lt;br /&gt;
|You can now carry three additional weapons and a total of three items with the unwieldy tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Treasure Hunter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13631</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13631"/>
		<updated>2025-08-19T11:37:56Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=3'6&amp;quot; - 4'6&amp;quot;|Weight=120 - 240 lbs|Size=Medium|Base Speed=20 ft|Appearance='''Mountain Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades range from Brown to Pale &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Blonde, Brunette, Granite-Gray, or Black&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: All  genders grow thick, bushy beards adorned with trinkets of precious metals. Stocky in stature.&lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Earthen Shades like Clay or Sandstone&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Shades of Red or Brown&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Tend to be comparatively tall and lanky.&lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Pale, almost translucent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Varies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Beardless. Large eyes. Stocky in stature.|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 16 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Roughly 300 years|image=dwarf.png}}&lt;br /&gt;
&lt;br /&gt;
Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long-lasting civilizations.&lt;br /&gt;
&lt;br /&gt;
Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world.&lt;br /&gt;
&lt;br /&gt;
While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. &lt;br /&gt;
&lt;br /&gt;
Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Crag dwarves, or “Kharn’Khan,” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. The beardless, pale-skinned deep dwarves, or “Uhn’Gunder,” settle within the deepest caves of the earth where stories of “daylight” are told to frighten children. Lastly, mountain dwarves, or “Strugar,” carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarven Culture&amp;lt;/big&amp;gt; ====&lt;br /&gt;
Dwarves of all types prize their craftsmanship and architecture. They honor their ancestors with massive shrines. &lt;br /&gt;
&lt;br /&gt;
===== Crag Dwarf =====&lt;br /&gt;
Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Many crag dwarf cities are built in restored ruins of ancient dwarven or elven civilizations and their clothes and creations are an integration of long-forgotten styles.  &lt;br /&gt;
&lt;br /&gt;
===== Deep Dwarf =====&lt;br /&gt;
Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long term legacy. Deep dwarves have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.&lt;br /&gt;
&lt;br /&gt;
===== Mountain Dwarf =====&lt;br /&gt;
Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarf Traits&amp;lt;/big&amp;gt; ====&lt;br /&gt;
'''Height:''' 3’6” - 4’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 240 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution. &lt;br /&gt;
&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
* The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein. Their hair ranges in shade from blonde and brunette to granite-gray or black.&lt;br /&gt;
'''Crag Dwarf'''&lt;br /&gt;
* Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. Generally taller and comparatively lankier than other dwarven sublineages. &lt;br /&gt;
'''Deep Dwarf'''&lt;br /&gt;
* Deep dwarves look almost alien, with pale skin that borders on translucent and large, dark eyes adapted to navigate the utter blackness of cavern living. &lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Dwarves reach maturity around 16 years of age and can live as long as 300 years.&lt;br /&gt;
&lt;br /&gt;
'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Features ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Starting Features ====&lt;br /&gt;
At level 1, you gain the following features as a dwarf. You gain additional features based on your sublineage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stonesense'''&lt;br /&gt;
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography, and Navigating* checks regarding the underground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose one of the following sublineages and gain bonus 1st level features based on your selection. &lt;br /&gt;
&lt;br /&gt;
====== Crag Dwarf ======&lt;br /&gt;
Generally taller and comparatively lankier than other dwarven sublineages, the crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit. The crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.&lt;br /&gt;
&lt;br /&gt;
As a crag dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Minded'''&lt;br /&gt;
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and take the lower.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruin Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Carpentry*, Cooking*, Leatherworking*, Masonry*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: History &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Navigating*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Deep Dwarf ======&lt;br /&gt;
The deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly-packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.&lt;br /&gt;
&lt;br /&gt;
As a deep dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Dangersense'''&lt;br /&gt;
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Deep Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Cooking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Perceiving &lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Navigating*, Sneaking, Tracking.&lt;br /&gt;
|}&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
&lt;br /&gt;
The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein.&lt;br /&gt;
&lt;br /&gt;
As a mountain dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Frozen Fortitude'''&lt;br /&gt;
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountainborn'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Contorting&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Cooking*, Jeweling*, Leatherworking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Appraising&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Evading, Navigating*, Tracking&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Dwarf Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Craftsdwarf'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision II''' &lt;br /&gt;
|Darkvision &lt;br /&gt;
|Gain +30 ft Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Constitution''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the athleticism tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain +3 to AWR checks to detect hidden doors or traps.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity II''' &lt;br /&gt;
|Dwarven Ingenuity &lt;br /&gt;
|Gain the Tripwire ability. &lt;br /&gt;
&lt;br /&gt;
* '''Tripwire (1/Rest).''' You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. Choose a point within 5 ft of you. When a creature moves into that square, make an attack using your AWR against their ANT. On a hit, the target is Slowed until the end of its next turn. &lt;br /&gt;
&lt;br /&gt;
If a creature does not see you set this trap, they must make an AWR/Perceiving check against a DC equal to 10 + your AWR. A trap has 5 HP, an AR of 10, and can be disabled using the same DC.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity III''' &lt;br /&gt;
|Dwarven Ingenuity II&lt;br /&gt;
|Tripwire becomes 1/Recoup. Additionally, on a hit, your Tripwire ability now deals 1d6 sharp damage and knocks Prone in addition to being Slowed. &lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic +3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood II'''&lt;br /&gt;
|Earth-Blood &lt;br /&gt;
|Gain Resist Toxic +3, Immune Common Diseases, and Immune Uncommon Diseases.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood III''' &lt;br /&gt;
|Earth-Blood II, Character Level 20 &lt;br /&gt;
|Gain Immune Toxic, Immune Common Poison, and Immune Uncommon Poisons.&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel Heart'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Your max HP increases by +5 each time you take this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoutling'''&lt;br /&gt;
|&lt;br /&gt;
|You can now carry three additional weapons and a total of three items with the unwieldy tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Treasure Hunter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13630</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dwarf&amp;diff=13630"/>
		<updated>2025-08-19T11:37:30Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=3'6&amp;quot; - 4'6&amp;quot;|Weight=120 - 240 lbs|Size=Medium|Base Speed=20 ft|Appearance='''Mountain Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Shades range from Brown to Pale &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Blonde, Brunette, Granite-Gray, or Black&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: All  genders grow thick, bushy beards adorned with trinkets of precious metals. Stocky in stature.&lt;br /&gt;
&lt;br /&gt;
'''Crag Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Earthen Shades like Clay or Sandstone&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Shades of Red or Brown&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Tend to be comparatively tall and lanky.&lt;br /&gt;
&lt;br /&gt;
'''Deep Dwarves'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skin&amp;lt;/u&amp;gt;: Pale, almost translucent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hair&amp;lt;/u&amp;gt;: Varies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Beardless. Large eyes. Stocky in stature.|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around 16 years&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Roughly 300 years|image=dwarf.png}}&lt;br /&gt;
&lt;br /&gt;
Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long-lasting civilizations.&lt;br /&gt;
&lt;br /&gt;
Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world.&lt;br /&gt;
&lt;br /&gt;
While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. &lt;br /&gt;
&lt;br /&gt;
Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Crag dwarves, or “Kharn’Khan,” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. The beardless, pale-skinned deep dwarves, or “Uhn’Gunder,” settle within the deepest caves of the earth where stories of “daylight” are told to frighten children. Lastly, mountain dwarves, or “Strugar,” carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarven Culture&amp;lt;/big&amp;gt; ====&lt;br /&gt;
Dwarves of all types prize their craftsmanship and architecture. They honor their ancestors with massive shrines. &lt;br /&gt;
&lt;br /&gt;
===== '''Crag Dwarf''' =====&lt;br /&gt;
Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Many crag dwarf cities are built in restored ruins of ancient dwarven or elven civilizations and their clothes and creations are an integration of long-forgotten styles.  &lt;br /&gt;
&lt;br /&gt;
===== '''Deep Dwarf''' =====&lt;br /&gt;
Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long term legacy. Deep dwarves have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.&lt;br /&gt;
&lt;br /&gt;
===== '''Mountain Dwarf''' =====&lt;br /&gt;
Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Dwarf Traits&amp;lt;/big&amp;gt; ====&lt;br /&gt;
'''Height:''' 3’6” - 4’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 240 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution. &lt;br /&gt;
&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
* The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein. Their hair ranges in shade from blonde and brunette to granite-gray or black.&lt;br /&gt;
'''Crag Dwarf'''&lt;br /&gt;
* Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. Generally taller and comparatively lankier than other dwarven sublineages. &lt;br /&gt;
'''Deep Dwarf'''&lt;br /&gt;
* Deep dwarves look almost alien, with pale skin that borders on translucent and large, dark eyes adapted to navigate the utter blackness of cavern living. &lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Dwarves reach maturity around 16 years of age and can live as long as 300 years.&lt;br /&gt;
&lt;br /&gt;
'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Features ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Starting Features ====&lt;br /&gt;
At level 1, you gain the following features as a dwarf. You gain additional features based on your sublineage.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stonesense'''&lt;br /&gt;
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography, and Navigating* checks regarding the underground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose one of the following sublineages and gain bonus 1st level features based on your selection. &lt;br /&gt;
&lt;br /&gt;
====== Crag Dwarf ======&lt;br /&gt;
Generally taller and comparatively lankier than other dwarven sublineages, the crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit. The crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.&lt;br /&gt;
&lt;br /&gt;
As a crag dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Minded'''&lt;br /&gt;
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and take the lower.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruin Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Carpentry*, Cooking*, Leatherworking*, Masonry*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: History &lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Navigating*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Deep Dwarf ======&lt;br /&gt;
The deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly-packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.&lt;br /&gt;
&lt;br /&gt;
As a deep dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Dangersense'''&lt;br /&gt;
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Deep Dweller'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting &lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics &lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Cooking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Perceiving &lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March &lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Navigating*, Sneaking, Tracking.&lt;br /&gt;
|}&lt;br /&gt;
'''Mountain Dwarf'''&lt;br /&gt;
&lt;br /&gt;
The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein.&lt;br /&gt;
&lt;br /&gt;
As a mountain dwarf, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Frozen Fortitude'''&lt;br /&gt;
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountainborn'''&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics:&amp;lt;/u&amp;gt; Balancing, Contorting&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Brewing*, Cooking*, Jeweling*, Leatherworking*, Masonry*, Smithing*&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation:&amp;lt;/u&amp;gt; Appraising&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Evading, Navigating*, Tracking&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Dwarf Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Craftsdwarf'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag. With this feature, you may put up to +4 points into any individual skill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision II''' &lt;br /&gt;
|Darkvision &lt;br /&gt;
|Gain +30 ft Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Constitution''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the athleticism tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain +3 to AWR checks to detect hidden doors or traps.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity II''' &lt;br /&gt;
|Dwarven Ingenuity &lt;br /&gt;
|Gain the Tripwire ability. &lt;br /&gt;
&lt;br /&gt;
* '''Tripwire (1/Rest).''' You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. Choose a point within 5 ft of you. When a creature moves into that square, make an attack using your AWR against their ANT. On a hit, the target is Slowed until the end of its next turn. &lt;br /&gt;
&lt;br /&gt;
If a creature does not see you set this trap, they must make an AWR/Perceiving check against a DC equal to 10 + your AWR. A trap has 5 HP, an AR of 10, and can be disabled using the same DC.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dwarven Ingenuity III''' &lt;br /&gt;
|Dwarven Ingenuity II&lt;br /&gt;
|Tripwire becomes 1/Recoup. Additionally, on a hit, your Tripwire ability now deals 1d6 sharp damage and knocks Prone in addition to being Slowed. &lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood'''&lt;br /&gt;
|&lt;br /&gt;
|Gain Resist Toxic +3.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood II'''&lt;br /&gt;
|Earth-Blood &lt;br /&gt;
|Gain Resist Toxic +3, Immune Common Diseases, and Immune Uncommon Diseases.&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth-Blood III''' &lt;br /&gt;
|Earth-Blood II, Character Level 20 &lt;br /&gt;
|Gain Immune Toxic, Immune Common Poison, and Immune Uncommon Poisons.&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel Heart'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable''. Your max HP increases by +5 each time you take this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoutling'''&lt;br /&gt;
|&lt;br /&gt;
|You can now carry three additional weapons and a total of three items with the unwieldy tag.&lt;br /&gt;
|-&lt;br /&gt;
|'''Treasure Hunter'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Abominus_Rex&amp;diff=13627</id>
		<title>Abominus Rex</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Abominus_Rex&amp;diff=13627"/>
		<updated>2025-08-14T05:03:28Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
A creature of unequivocal horror, the Abominus Rex looks like something out of a mad scientist’s nightmare. It seems an embodiment of all of the most fearsome qualities of common dinosaurs: it has a Brachiosaurus’s neck, a Tyrannosaurus’s mouth, a Triceratops’s horns, a Pachycephalosaurus’s skull, the plated back of an [[Ankylosaurus]], the sickle-claws and cunning of a [[Velociraptor]], the spiky tail of a [[Stegosaurus]], and the wings of a [[Pterodactyl]]. They are cruel creatures, seeming to [[kill]] for sport as much as for food, and folk have observed these dinosaurs deliberately maiming their victims but leaving them alive for a time to relish in their suffering.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Abominus Rex ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Gargantuan. Abominable [[Giant]] Beast (Dinosaur)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!3&lt;br /&gt;
!7&lt;br /&gt;
!5&lt;br /&gt;
!-1&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 17&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Psychic 1 '''DT''' 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 190&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Mythic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 50 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (AWR) Perceiving +6, Tracking +6&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Armored Shell.'''  When the Abominus Rex is not prone, it has +6 DT. &lt;br /&gt;
'''Siege Monster.''' [[Damage]] from the Abominus Rex's Charge is doubled against inanimate objects and structures. It ignores DT against such targets. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Abominus Rex can take FOUR of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Abominus Rex can move up to its speed. &lt;br /&gt;
'''Sickle Claw.''' ''Reach 5 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 13 (2d6+6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Head Butt.''' ''Reach 20 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 12 (5d4) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Wing Buffet.''' 20 ''ft Radius Natural Weapon.'' +6 vs REF of each character in the radius. '''Hit:''' 5 (1d10) blunt. On a crit, a creature also falls Prone. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Abominus Rex can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Abominus Rex can move up to its speed. &lt;br /&gt;
'''Sickle Claw.''' ''Reach 5 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 13 (2d6+6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Head Butt.''' ''Reach 20 ft Natural Weapon.'' +6 vs AR. '''Hit:''' 12 (5d4) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Wing Buffet.''' 20 ''ft Radius Natural Weapon.'' +6 vs REF of each character in the radius. '''Hit:''' 5 (1d10) blunt. On a crit, a creature also falls Prone. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spiked Tail.''' ''Reach 20 ft Natural Weapon.'' +6 vs REF. '''Hit:''' 28 (4d10+6) sharp. On a crit, the creature also gains Bleeding 1d10. &lt;br /&gt;
'''Charge.''' The Abominus Rex moves up to its speed, then makes an attack against a creature or object within 20 ft of it at the ends of its movement. It gains +1 TA per 10 ft moved. ''Reach 20 ft Natural Weapon''. +6 vs REF. '''Hit:''' 26 (4d12) blunt +2 per 10 ft moved.  &lt;br /&gt;
&lt;br /&gt;
'''Chomp.''' ''Reach 20 ft Natural Weapon''. +6 vs AR. '''Hit:''' 22 (3d10+6) sharp. If it hits a Medium or smaller creature, it can Grapple that creature. It can only Grapple one creature at a time in this way. If it hits a Medium or smaller creature is already Grappled by Chomp, then it swallows that creature.  A swallowed creature is Restrained and Blinded and takes 14 (4d6) corrosive damage at the start of each of its turns. The Abominus Rex can only swallow one creature at a time. &lt;br /&gt;
&lt;br /&gt;
'''Roar''' '''(Recharge 6).''' ''90 ft Radius Natural Weapon.'' +7 vs WILL of each hostile creature in the radius. '''Hit:''' The creature is Broken, seeing the Abominus Rex as the source of its fear for 1 minute. At the end of each of its turns, a creature may make a DC 17 CHA check. On a success, it ends the condition early and becomes immune to being Broken again in this way until it Recoups. &lt;br /&gt;
&lt;br /&gt;
'''Windup.''' The Abominus Rex assumes a stance that allows it to make a Spiked Tail attack reactively (See Reactions).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Abominus Rex can take TWO of the following actions, or take the same action twice.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spiked Tail.''' The Abominus Rex can make a Spiked Tail attack. &lt;br /&gt;
'''Charge.''' The Abominus Rex can make a Charge attack.  &lt;br /&gt;
&lt;br /&gt;
'''Chomp.''' The Abominus Rex can make a Chomp attack.  &lt;br /&gt;
&lt;br /&gt;
'''Roar (Recharge 6).''' The Abominus Rex can use its Roar ability.   &lt;br /&gt;
&lt;br /&gt;
'''Windup.''' The Abominus Rex can use its Windup ability. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Windup.''' If the Abominus Rex prepared its Windup on its last turn, then when a creature moves into reach of the Abominus Rex's Spiked Tail, it can make a Spiked Tail attack. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Fireblight&amp;diff=13314</id>
		<title>Fireblight</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Fireblight&amp;diff=13314"/>
		<updated>2025-08-01T07:11:08Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Pure [[elementals]] are the incarnations of fire, water, earth, air, or combinations thereof. While some elementals have their Essence bound in humanoid form, others exist as unbound forces of nature. Direct descendants of the Ashyidir Conclave, elementals generally exhibit personalities and [[combat]] tactics reminiscent of the Archfae that shares their element.&lt;br /&gt;
&lt;br /&gt;
Sometimes, Elementals in their pure form are trapped and used in [[occult]] rituals to create corrupted monsters that will serve the cultists that conjured them. Fireblights and Galepiercers are examples of the creatures created from such rituals.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Fireblight ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. [[Elemental]] (Occult)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!-1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Cold 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 35&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Unerring Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Adapt]].''' The Fireblight’s Burning Touch deals additional [[damage]] equal to the normal damage dealt by the melee weapon that most recently struck the Fireblight.&lt;br /&gt;
'''Body of Flame.''' If the Fireblight ends its turn on a space with flammable materials, that space ignites into open flame.&lt;br /&gt;
&lt;br /&gt;
'''Heated Body.''' Any creature that makes a melee attack against the Fireblight takes 2 (1d4) fire damage.&lt;br /&gt;
&lt;br /&gt;
'''Luminous.''' The Fireblight sheds bright light for 40 ft, and dim light for an additional 40 ft.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Fireblight can take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Fireblight can move up to its speed.&lt;br /&gt;
'''Burning Touch.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) fire.&lt;br /&gt;
&lt;br /&gt;
'''Flame Dance.''' ''5 ft Radius Natural Weapon.'' +3 vs REF of all creatures within the radius. '''Hit:''' 5 (1d4+3) fire.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=13312</id>
		<title>Wilting Warden</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=13312"/>
		<updated>2025-07-07T16:51:37Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=WiltingWarden.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.&lt;br /&gt;
&lt;br /&gt;
When envisioning a warden, think of the flora and fauna natural to a region. A [[Forest Warden|forest warden]] might look like a [[Grizzly Bear|grizzly bear]] made out of oak bark and lichen, while a [[Desert Warden|desert warden]] could resemble prickly pears joined together into the shape of a [[giant]] cobra.&lt;br /&gt;
&lt;br /&gt;
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a [[Cave Warden|cave warden]].&lt;br /&gt;
&lt;br /&gt;
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.&lt;br /&gt;
&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
Unlike true wardens, wilting wardens are created through fell ritual. Cultists or evil witches might entrap and [[kill]] a warden, then perform a ritual on it to create a wilting warden out of its remains. Wilting wardens have no scruples or sense of honor and are violently aggressive.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 4''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Abominable Plant Monstrosity ([[Occult]])'' &lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-1&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Physical 2 '''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 54&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 3/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Immovable&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Rooted.''' The Wilting Warden can sense the exact location of any creature within 120 ft of it if that creature is touching the ground.&lt;br /&gt;
'''Tree Step.''' When the Wilting Warden moves and both starts and ends its movement within 5 ft of a tree, creatures cannot attack it reactively, as it magically teleports between trees.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Wilting Warden can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Wilting Warden can move up to its speed and is unrestricted by trees and foliage.&lt;br /&gt;
'''Briar Snare.''' ''Reach 10 ft Natural Weapon''. +4 vs AR. '''Hit:''' 2 (1d4) sharp, then make a secondary attack +4 vs FORT. '''Hit:''' Pull the creature 10 ft closer to the Wilting Warden.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 10 (1d12 + 4) blunt, then make a secondary attack +4 vs FORT. '''Hit:''' The creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Wilting Warden can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Choking Vines.''' ''30 ft Cone Natural Weapon''. +3 vs REF targeting each creature in the cone. '''Hit''': 2 (1d4) Sharp; creature is Restrained (escape DC 13).&lt;br /&gt;
'''Shockwave.''' ''10 ft Radius Natural Weapon''. +3 vs FORT targeting each creature in the radius. '''Hit''': 3 (1d6) Blunt and creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Lash (1/Round)'''. When a creature moves from within 10 ft of the Wilting Warden to more than 10 ft away from it, the Wilting Warden can use a Briar Snare attack reactively. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=13311</id>
		<title>Chapter 5: Bridgemoor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chapter_5:_Bridgemoor&amp;diff=13311"/>
		<updated>2025-07-03T05:42:10Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloven Lands Playtest Material|[back to Cloven Lands playtest material]]]&lt;br /&gt;
&lt;br /&gt;
This chapter offers detailed information about the city-state of [[Bridgemoor]]. Given how crucial the political structure of Bridgemoor may become to the campaign, details on the Meritocrats and of Bridgemoor’s legislative system are included at the top of this chapter.&lt;br /&gt;
&lt;br /&gt;
== The Meritocracy ==&lt;br /&gt;
As ''The Cloven Lands'' is a politically driven campaign with many families and factions to keep track of, the heroes may wind up becoming directly involved in the Meritocracy of Bridgemoor. This section provides information on the inner workings of the Meritocracy. If your players seem uninterested in such tedious matters, you only need to briefly skim this section so that you can fill them in on the broad strokes of the governmental system.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are a powerful governmental organization that rules over Bridgemoor. The Meritocracy is divided into three tiers, each of which are further organized into committees and boards that run specific aspects of the city-state. The three tiers of the Meritocracy are the Meritocrats, the Tenured, and the Premiers. Many folk recognize an unofficial fourth tier of the Meritocrats: the Bureaucrats, who are not officially voting members of the Meritocracy but are advisors, assistants, and diplomats that work for the Meritocrats.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats are responsible for selecting the Bridge Commander and the Magister Superior, ranks that run the Bridge Knights and Magistrate. The former oversees public safety and domestic security while the Magistrate resolves any judicial claims, disputes, or responsibilities. Despite their legislative authority, the Meritocrats are beholden to these positions, able to be tried and arrested as any citizen. In theory. While this is meant to prevent corruption, appointments are usually made in lieu of quid pro quos, along with favors in legislation and enforcement.&lt;br /&gt;
&lt;br /&gt;
While the Meritocrats legislate, and while it is true that they are responsible for installing the Bridge Commander and Magister Superior in their positions of power, the Meritocrats are legally beholden to the same standards as anyone else. In theory, this prevents corruption, as the Bridge Commander has the power to arrest any Meritocrat, even the Premier of Governance. Likewise, the Magister Superior has the legal grounds to convict anyone, even the Premiers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
===== '''Legislation''' =====&lt;br /&gt;
For any legislation to pass in the Meritocrat Senate it must do so with a simple majority vote, but a session is only legal if at least three-fourths of each tier’s members are present. Each tier possesses a weighted vote, giving some members more power than others.&lt;br /&gt;
&lt;br /&gt;
'''Meritocrat -''' 1 vote&lt;br /&gt;
&lt;br /&gt;
'''Tenured -''' 5 votes&lt;br /&gt;
&lt;br /&gt;
'''Premier -''' 20 votes (25 if legislating their field)&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - 50 votes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bureaucrats''' ====&lt;br /&gt;
Bureaucrats are the oft forgotten staff of the Meritocracy. While not an official tier with any sort of voting power, governance ceases without them. Clerks, assistants, diplomats, and even informants, these individuals are considered to still be a part of the ruling class, even without grand influence. It is common to find aspiring university students striving to become a part of the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats''' ====&lt;br /&gt;
The first tier of influence within Bridgemoor, Meritocrats are officials with voting powers. These individuals manage the city’s legislative bodies and economic faculties, but are the least powerful of meritocratic ranks. To gain such a rank, a hopeful must complete a written exam and an oral defense of a proposed policy, which are graded on a simple pass or fail basis. Tenured Meritocrats oversee this process.&lt;br /&gt;
&lt;br /&gt;
The Meritocrats always consist of 200 members, and a Meritocrat retains their seat for six years. Afterward, they must retake an exam, often updated to reflect recent history, or may choose a hopeful from the bureaucracy to replace them. If a Meritocrat fails this exam they may choose to retire, or take a job as a Bureaucrat, at which point a Premier will choose a potential successor. &lt;br /&gt;
&lt;br /&gt;
==== '''Tenured''' ====&lt;br /&gt;
A Meritocrat must serve a minimum of two terms to gain the title of Tenured. At the end of their term, if they qualify, a Meritocrat may choose to take a new series of exams—those of increasing difficulty—and upon their successful completion, may assume their new title. A Tenured may serve in this role until they choose to retire or ascend to Premier status.&lt;br /&gt;
&lt;br /&gt;
Tenured Meritocrats oversee committees of their peers and subdivisions of Bridgemoor society, such as meritocratic trade councils. They are more managerial than political, serving as go-betweens for premiers and lower ranking officials.&lt;br /&gt;
&lt;br /&gt;
There are only ever 40 Tenured positions, and Meritocrats wishing to gain this status must wait until a spot becomes available. Even then, new Tenured are offered exams in [[order]] of seniority, leaving a fair bit of politicking to be done for less patient Meritocrats.&lt;br /&gt;
&lt;br /&gt;
==== '''Premiers''' ====&lt;br /&gt;
The political elite of Bridgemoor, Premier Meritocrats are the closest thing to rulers that the city possesses. There are only eight premiers, each assigned a facet of city policy that dictates their responsibilities. They oversee related Tenured, but rarely deal with anything short of city-wide legislation personally.&lt;br /&gt;
&lt;br /&gt;
The eight facets are as follows: finance, security, trade, diplomacy, religion, education, culture, and governance. The Premier of Governance retains a special place in the hierarchy, as they manage and support the other premiers, mediating disputes and dealing with high ranking foreign diplomats, or nobles. They are as close to a single monarch as Bridgemoor possesses.&lt;br /&gt;
&lt;br /&gt;
When a premier retires they choose their successor from among willing, trusted Tenured. While this is tradition, there’s no law indicating succession, opening the door to odd choices.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Honorifics''' =====&lt;br /&gt;
Each tier possesses a specific title, or honorific.&lt;br /&gt;
&lt;br /&gt;
'''Meritocrat''' - Meritocrat&lt;br /&gt;
&lt;br /&gt;
'''Tenured''' - Counselor&lt;br /&gt;
&lt;br /&gt;
'''Premier''' - Minister&lt;br /&gt;
&lt;br /&gt;
'''Governance''' - Governor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Meritocrat Eligibility ===&lt;br /&gt;
In addition to extensive testing an individual must meet certain requirements to become a Meritocrat. First, they must be a citizen of Bridgemoor and retain citizenship with no other sovereign nation. Second, they must possess a degree from the Meritocratium, have served with distinction in the Bridge Knights, or be a ranking member of the Trade Consortium, or any other official guild within the city. An individual may be granted special eligibility by a special council of Premiers, with at least three voting to support such a waiver of requirements.&lt;br /&gt;
&lt;br /&gt;
=== The Magistrate ===&lt;br /&gt;
The Magistrate is the judicial apparatus that manages courts in Bridgemoor. The Magister Superior is the final word on the law, although a 90% majority vote from the Meritocracy can impeach the Magister Superior.&lt;br /&gt;
&lt;br /&gt;
The Magister Superior appoints Junior Magisters and Local Magisters, and provided that they are approved by a simple majority vote in the Meritocracy, they serve their respective districts in Bridgemoor and tend to all judicial matters therein.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge Knights ===&lt;br /&gt;
The Bridge Commander, once appointed by the Meritocracy, oversees the executive branch of Bridgemoor’s government. The Bridge Commander appoints Captains that manage Bridge Knights and appoints Colonels that tend to the order’s administrative matters.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgemoor Lore''' ====&lt;br /&gt;
Adventures may have an understanding of Bridgemoor, along with knowledge of its history and potential rumors. They may roll INT checks for the following information:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!DC&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bridgemoor is a renowned city built upon an ancient bridge that spans the shortest width of the Great Chasm. It is rich in goods, culture, and wealth, and employs a system of governance known as the Meritocracy. It is the only place one can [[travel]] between [[Kendaria]] and [[Nalathesh]].&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|While grand, Bridgemoor is known to foster a great deal of nepotism and in its official ranks. It favors the wealthy, and makes a great deal of its income off exploiting travelers and merchants with excessive tolls. Yet, it is as fair a city as one is to find, and so long as an individual can support themselves, it boasts a high quality of life and near limitless opportunities. Citizenship, while hard won, is available to any.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Rumors are rife with corruption among Bridgemoor Meritocrats and increasing tension between the current Bridgemoor [[Knight]]-Commander and the Meritocratic Senate, especially with Governor Arinwin. It is whispered that the tensions may be building to a militant conflict.&lt;br /&gt;
&lt;br /&gt;
While the bridge itself is safe, details on the Underbridge, a massive series of sewers and puzzling waterways, lies beneath the city, and is filled with danger, forgotten folk, and even deadly, dangerous cults.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|The Underbridge Cult is only gaining power within Bridgemoor despite the iron fist of its local [[guard]], the Bridge Knights. Incursions of Inferno fiends are far-too common within the market places, and the people are growing restless.&lt;br /&gt;
&lt;br /&gt;
With this fear, scholars and dissidents are rising, challenging the Meritocracy and actively protesting the Bridge Knights. Between it all, the governance of the city is struggling, and foreign (and may even local) powers are starting to circle, gaining interest in exploiting the unrest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== City Details ==&lt;br /&gt;
The following categories are more in-depth snapshots of the individual facets of Bridgemoor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''How Large is Bridgemoor?''' =====&lt;br /&gt;
From gate to gate, the city spans approximately 20 miles, meaning it takes a full 8-hours of travel to reach the other side, something the innkeepers within tend to appreciate. &lt;br /&gt;
&lt;br /&gt;
Bridgemoor is several city blocks wide to either side of the Bridgeroad running straight across the center of the bridge. The full width is about a mile, but it typically takes 40-60 minutes to go from one side to the other through the winding alleys. The width of the bridge itself is uniform, but the traversable width varies with the buildings from chokepoints such as the Tollgates, over residential city blocks, and to larger open spaces like city parks and town squares. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Academics''' ====&lt;br /&gt;
Bridgemoor places immense value on education and scholastic achievement. Home of the Meritocratium, a large and famous university, local and foreign scholars alike flock to the city at the chance to hone their craft and receive funding for their projects. Those of a formal education are often sought out, rewarded, and promoted to the ranks of the Meritocrats, the ruling body of Bridgemoor, leading to keen interests in pursuing knowledge worthy of attention.&lt;br /&gt;
&lt;br /&gt;
Smaller schools are common amongst the residential districts of the city, funded by individual Meritocrats, often to find talented youth and weed out those meant for more provincial careers. Despite intentions, this leads to even the poorest of Bridgemoor’s citizens being able to read, making way for some strange, if not fascinating, advancements in technology.&lt;br /&gt;
&lt;br /&gt;
==== '''Citizenship''' ====&lt;br /&gt;
A vital aspect of Bridgemoorian life is access to citizenship. Any individual born in the city is a rightful citizen, but otherwise citizenship must be earned. Citizens benefit from exemption to tolls levied for entering and leaving the city, and are allowed to purchase the strictly regulated, and limited, land of Bridgemoor. They are also guaranteed rights to trials by local magistrates, and are eligible to join the bureaucracy and even test into the ranks of the Meritocrats. Non-citizens are guaranteed none of these rights.&lt;br /&gt;
&lt;br /&gt;
There are multiple paths to citizenship.&lt;br /&gt;
&lt;br /&gt;
'''Military Service.''' Five years of [[honorable]] service among the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''University Graduate.''' Graduates from the Meritocratium gain the option to renounce their previous citizenship and become official Bridgemoor citizens.&lt;br /&gt;
&lt;br /&gt;
'''Mercantile Exception.''' Joining the Trade Consortium and becoming a respected [[trader]] (gaining 1 rank in the Trader profession) grants the individual the ability to purchase citizenship papers for 2,500 sc. This fee can be waived or reduced by a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Laborer.''' Ten years as a laborer grants an individual the ability to take a citizen test on basic principles of Bridgemoor. If passed, they are granted citizenship. &lt;br /&gt;
&lt;br /&gt;
'''Sponsorship.''' A Meritocrat may lobby the Citizenship Committee on behalf of an individual. So long as 10 other Meritocrats approve, citizenship is granted. This is a common path for individuals of note, such as skilled craftsfolk.&lt;br /&gt;
&lt;br /&gt;
==== '''Culture''' ====&lt;br /&gt;
Forged from the diversity of Nalathesh and Kendaria, Bridgemoor’s locals retain beliefs and traditions from a myriad of cultures, those brought from their neighbors and far off visitors alike. Its people are vocal, and well-educated, fostering the spread of ideas and cultural touchstones, leading to multiple monthly festivals and events that celebrate strange, or even familiar, gods and cultures.&lt;br /&gt;
&lt;br /&gt;
Referred to as Moorfolk, the people of Bridgemoor can be unruly, inspired by ever evolving ideas and advanced scholarship, and incensed by the ironic nature of the city’s feigned meritocracy. There are obvious disparities in economic classes, with merchants, militants, and Meritocrats reaping the benefit of local policies, and working class locals, such as miners and laborers, the last to receive consideration. Fortunately, there are as many willing to do good within the Meritocracy as those seeking personal gain, and a good many citizens brim with civil pride when confronted with the progressive nature of their governance.&lt;br /&gt;
&lt;br /&gt;
Moorfolk are a clean people. With how tight the city districts can be, many are aware of how fast [[disease]] can spread, and with the access to regular clean water, bathhouses are commonplace, leading to a great deal of time spent grooming and on cleanliness. Unlike most cities of its size, Bridgemoor retains a pleasant scent, furthered by small [[Arcane]] trinkets that keep such luxurious standards afloat.&lt;br /&gt;
&lt;br /&gt;
==== '''Military''' ====&lt;br /&gt;
While it can’t field a grand, mobile force, Bridgemoor retains a large garrison and guard in the form of the local Bridge Knights. Officially sanctioned by the city, the Bridge Knights patrol the city, its gates, the immediate surroundings, and oversee day-to-day enforcement. Under Bridge Commander Ser [[Kellion Blacksky]], they act as strict overseers, punishing even the most minor infractions with discipline and competence. They are well funded, with arms and [[armor]] purchased via the city’s immense wealth.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor retains multiple guardhouses throughout the city, each boasting a barracks, armory, and offices. Bridge Knights often live and operate in a single area for their career, becoming familiar with locals and forming relationships therein. Knight-Captains often become district sheriffs, overseeing their areas according to their personalities.&lt;br /&gt;
&lt;br /&gt;
==== '''Politics''' ====&lt;br /&gt;
An oligarchic state, Bridgemoor is overseen by a ruling class of Meritocrats. These individuals oversee legislation and appoint major figures, such as the [[Bridge Knight]] Commander and Magister Superior, the executive and judicial authorities. These two positions are responsible for appointing a staff of captains and magisters, who then recruit and train day-to-day overseers. These practices lead to rampant nepotism within the city, with rare exceptions. &lt;br /&gt;
&lt;br /&gt;
Meritocrats choose their successors, which further spreads the ideation of nepotism and dynasties within Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''Religion''' ====&lt;br /&gt;
Citizens are encouraged to pursue their own beliefs within the city. Several temples dedicated to specific pantheons or tenets can be found throughout Bridgemoor, along with unaffiliated houses of worship that offer a quiet, contemplative space for any belief system, such as the House of Alms.&lt;br /&gt;
&lt;br /&gt;
==== '''Technology''' ====&lt;br /&gt;
With its proliferation of education and wealth, Bridgemoor is home to wonderful inventions. Mixing Arcane magics and medieval machinery, they are able to sustain the city despite a lack of local resources. The city’s depths consist of an intricate civil sewer system that feeds into dozens of “purification basins.” These are magical cauldrons that clean and recycle water, then pump it to various districts. Wealthy inhabitants have heated pipes in their homes, able to take hot baths on a whim, and make use of indoor plumbing. These inventions are commonplace, making life in Bridgemoor luxurious, if expensive. &lt;br /&gt;
&lt;br /&gt;
==== '''Trade''' ====&lt;br /&gt;
Connecting Nalathesh and Kendaria, Bridgemoor acts as a major trade hub, able to facilitate, protect, and foster a goods exchange with little risk to involved parties. Due to both the high volume of merchants and its impartial political status, the city possesses one of the strongest economies in the region, with both an elaborate selection of foreign goods, and a mineral rich inventory for trades to purchase in bulk.&lt;br /&gt;
&lt;br /&gt;
Bridgemoor accepts currency from any nation, with its toll stations able to exchange coins for writs of credit. These writs allow merchants, locals, and travelers to do business without conversions, acting on value that is then later redeemed at the same toll stations on leaving the city. Writs significantly cut down on theft, further encouraging fair trade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writs of Credit''' =====&lt;br /&gt;
These writs are furled scrolls, each marked with a unique seal imprinted with a touch of magic. Seals essentially act as fingerprints to the owners, making them difficult to forge, and may be signed over to individuals to be cashed in for their value in a specific currency. Each writ carries an assigned value that can only be changed at a toll house, or the central bank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Underworld''' ====&lt;br /&gt;
Bureaucratic crime in Bridgemoor is a common occurrence. With the Bridge Knights looking down, and magisters inundated with foreign and mercantile law, there’s little oversight of the wealthy as they manipulate the mercantile economy for their own gain. Overt, violent crime and theft of personal property is rare thanks to Ser Kellion’s iron discipline, but certain elements persist nonetheless.&lt;br /&gt;
&lt;br /&gt;
Scholarly resistances are common in residential areas: dissidents that decry the Meritocrats via public protest and eloquent public lectures. These gatherings are peaceful, unlike the various sinister miscreants that support the counterculture from the bowls of the city. The worst of these violent groups are the Underbridge Cult, staging elaborate demonstrations and examples, going so far as to summon fiends from Inferno into the wealthier city sections.&lt;br /&gt;
&lt;br /&gt;
==== '''Weather''' ====&lt;br /&gt;
Situated over the Grand Chasm, Bridgemoor experiences long dry periods, with mild winters, and long, hot summers. Clothing trends reflect this in light materials and sparse attire, more revealing in nature. Heat is mitigated by swirling gusts and winds that stem from the heart of the chasm, those that flow freely throughout the city. The proclivity, and ferocity, of these winds make hats and long hair left unbound a rare sight in Bridgemoor, and helmets need to be securely fastened lest they be lost over the city edge.&lt;br /&gt;
&lt;br /&gt;
== Bridgemoor Districts ==&lt;br /&gt;
Bridgemoor is a massive city with an immeasurable wealth of opportunity for adventure and intrigue. While several districts are left free for you to develop your own spin or tales, there are several established areas and districts of note. Here you can find writeups on each, along with potential encounters and quests.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Insular Districts''' =====&lt;br /&gt;
Even within Bridgemoor, travel is a pain. It takes 8 hours of constant travel to reach either side of the city, so citizens will rarely leave their local areas, splitting the city itself in several smaller, insular districts. Moorfolk from Eastbridge will go their entire lives never mingling with those from Westbridge, and vice versa. It is common for citizens to plan for overnight stays at their favorite inns when visiting markets and festivals on opposite sides of the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kendartown ===&lt;br /&gt;
'''''Read Aloud:''''' ''A series of wooden constructions sit within the [[shadow]] of Bridgemoor’s walls, a small town’s worth of inns and markets and housing just off the eastern Kendarian road. While carts, carriages, and mounts bring merchants onward toward the city, many stop to visit the charm of Kendartown. An idle ruckus of daily life echoes into small wooden patches and thickets, with the scents of local spices carried on a chasm-borne wind, rustling the canvas from nearby stalls.''&lt;br /&gt;
&lt;br /&gt;
Situated just outside of the eastern tollgate, Kendartown is one of Bridgemoor’s two border towns, a collection of housing, inns, and small markets for those wishing for a degree of freedom away from taxes, tolls, and Meritocrats. While the land still belongs to Bridgemoor, the city only imposes property taxes on the inhabitants here, and allows noncitizens to settle outside the walls. This leads to only token enforcement, though, with Bridge Knights not required to intercede on behalf of noncitizens. It is common for farmers, small-time merchants, and adventurers to offload goods in Kendartown, though there’s a greater level of risk for counterfeit goods and crime without the iron watch of the knights.&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Locations''' ====&lt;br /&gt;
'''The Meritasscracy.''' A charming inn run by Dagan Barrowghast, a surly, retired dwarven Knight-Captain, the Meritasscracy is a common hangout for political dissidents and off-duty Bridge Knights looking to ease the discipline. The inn is strangely fortified, and at three stories is a popular stop for mercenaries and merchants. Dagan has the stats of a '''[[Ranger]]''' (CC chapter 4), and is well armed, wielding a [[Spirit Bow]] at all times (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
'''Kenmoor Market.''' While it pales in comparison to the city markets, the Kenmoor stalls are a strip of small merchants with semi-permanent stations that offer basic [[equipment]] and goods at a 20% discount from their standard prices. This market is unregulated, though, and there’s a 50% chance that the purchased goods are defective in some way. Food can be spoiled, [[weapons]] deal less [[damage]], or armor pieces can offer less protection. This is where farmers and small-time Kendarian traders often end up. &lt;br /&gt;
&lt;br /&gt;
'''Antara’s Den.''' A small gambling hall, the Den acts as Kendartown’s political seat, liasoning with Meritocrats within Bridgemoor when the need arises. Antara Almadia, a sly, insightful [[human]] with a penchant for dry sarcasm, acts as the “Kendartown Premier”, resolving basic squabbles with the locals and handling magistrate and Bridge Knight business when the need arises. She and her band, the Denrats, fill in for a lackluster guard presence, but will acquiesce to higher authorities to avoid trouble. Players can gamble at the den, and also use Antara as an information broker, as she makes it a habit to keep up with local events. Antara has the stats of a '''[[Mob Boss]]''' (CC chapter 4), and employs, at any point, about one hundred Denrats, who have the stats of '''Bandits''' (CC chapter 4), with the occasional '''[[Bandit]] Marauder''' thrown in as a lieutenant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Antara's Information''' =====&lt;br /&gt;
Antara has a beat on events in Bridgemoor, and can allude to shady dealings or events happening within the city. For 100 sc, she’ll provide a snippet of insider information on any major NPC or quest hook. She is vehemently anti-Bridge Knight, and has a special hatred against Ser Blacksky, but will only reveal this with CHA or INT checks of 15+ and if players purchase information. The same checks at a 20+ will result in Antara revealing that Ser Blacksky actively extorts her for personal payments to keep the Bridge Knights out of Kendartown and her Den, revealing a darker side to the Commander.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Working for Antara''' =====&lt;br /&gt;
If adventurers are interested they can work for Antara. She will hire them as mercenaries and adventurers can track Denrats [[Goodwill]], but will only consider hiring them if they have at least +5 Social or +5 Underworld Goodwill. Adversely, if an adventurer possesses at least -3 Bridge Knight Goodwill, she’ll be more inclined to hire them. &lt;br /&gt;
&lt;br /&gt;
Antara pays based on how much she likes her hires, and they earn a salary of 10 sc per 1 Denrats Goodwill Every 7 days. Once an adventurer earns at least 5 Denrats Goodwill they may take their first rank in the [[Thug]] profession. If this rank is taken, that adventurer gains access to Antara’s information for free, and she will share her distrust and dislike of Ser Blacksky.&lt;br /&gt;
&lt;br /&gt;
==== '''Gaining and Losing Goodwill''' ====&lt;br /&gt;
As a Denrat, there are multiple ways to gain Goodwill, and ways to lose it:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an underworld [[criminal]], Denrat, or steal from a city [[merchant]] undetected.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Assist an [[urchin]] in escaping harm or get away with a theft.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate 250 sc in money or weapons to Antara’s operation (max +3 Goodwill every 7 days).&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Assault or undermine the Bridge Knights.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Snitch to a magister or Bridge Knight.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Assist the Bridge Knights with an investigation or apprehending a criminal.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Actively undermine or assault Kendartown or a Denrat.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Annoy Antara.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Kendartown Events''' ====&lt;br /&gt;
The following are events that can occur while wandering Kendartown and are meant to fill in as possible quest hooks or provide role playing moments for your players to get to know the locals and populace. [[Combat]] around Kendartown is unlikely, but can happen - especially with the lack of Bridge Knights.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A rather vocal scholar is criticizing the facism of the Bridge Knights outside the Meritasscracy and has drawn the ire of several off-duty Bridge Knights. Tensions are boiling over…&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Kendartown local is being “gently” reminded of their past due debts at Antara’s Den by a group of 3 (1d4 + 1) Denrats.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Thief]]! A Kenmoorian merchant calls for help as a thief makes off with some of the wares. If caught, the merchant offers an additional 25% discount on goods, and the players get a 10% discount on purchasing information from Antara.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower, the item is fake. On a 51-90, the item has an Essence Cost of 10 or less; on a 91 to 100 it has an Essence Cost of 20 or less. Bidding starts at 50% of the normal item cost. This event is repeatable every 10 (3d6) days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eastbridge ===&lt;br /&gt;
'''''Read Aloud:''' From the eastern tollgate on, a spiraling cityscape of red and yellow brick buildings fill the grand bridge, filled to the brim of humanoids of every sort: [[dragonfolk]] and human, [[halfling]] and [[trollkin]], all caught amidst ever-swirling chasm winds. Tight robes of light material decorate the inhabitants, each taking its own vibrant shade from plentiful dyes. Here, the buildings and blocks are built high, closely knit, with valleys only large enough to fit two folk abreast.'' &lt;br /&gt;
''Arcane lamps mark the stone ground of the bridge as the city of Bridgemoor is never without activity. Between endless travelers and persistent merchants, the song of Eastbridge is one of pioneering spirit: wealth and ambition, a buzz of excitement and the clink of coin amongst heated debates and excited conversations.'' &lt;br /&gt;
&lt;br /&gt;
Stretching from the Fortress of Merit to the eastern tollgate, Eastbridge is distinguished by its proximity to and heritages of coastal facing nations such as Kendaria, [[Nevna]], [[Constel]], and [[Forsten]]. It’s a wealthier district, housing more education centers and markets, and fosters a healthy amount of higher-class housing for Meritocrats and members of the bureaucracy. High profile organizations, such as the Trade Consortium and Fixers, do business here, and as such it tends to attract more mercantile travelers.&lt;br /&gt;
&lt;br /&gt;
==== '''Tollgate''' ====&lt;br /&gt;
The tollgates of Bridgemoor are impressive defensive fortifications, with 40 ft high stone walls that extend the full width of the bridge. The gates themselves are enhanced with arcane-infused stone to resist siege weapons and offensive spells, and have a series of three portcullises that are controlled with interior mechanisms. The [[gateway]] itself is wide enough to fit four wagons abreast, and there is a perpetual garrison of 40 '''Bridge Knights''' (Appendix C) on duty and alert at their posts.&lt;br /&gt;
&lt;br /&gt;
Passing the gate is free for citizens of Bridgemoor, but travelers must pay 10 sc per individual. An additional goods tax is levied at 1% of the total cost of for-sale goods, and upon payment, the owner will receive a writ of sale, which vouches for taxes paid. Without this, a 10% tax penalty is imposed by the magistrate for “smuggled” goods, enforceable by Bridge Knights. An INT/Forging check of DC 15 can create a passing writ of sale to fool anyone short of an expert magistrate.&lt;br /&gt;
&lt;br /&gt;
The guards of the eastern tollgate only run patrols along the roads entering Bridgemoor from Kendaria, protecting merchants and traders, but otherwise keep themselves to city business, granting clemency to Antara and her Denrats. &lt;br /&gt;
&lt;br /&gt;
Players may also trade any currency for a writ of credit, which if produced during a transaction with a Moorian Merchant will grant a circumstantial +2 to any checks made to negotiate prices to impress a mercantile NPC. At the end of every day, a Bridge Knight patrol, led by a Knight-Captain, will take stored coin to Bridgebank for safe keeping.&lt;br /&gt;
&lt;br /&gt;
==== '''Eastbridge Market''' ====&lt;br /&gt;
A massive bazaar, the Eastbridge Market is a thriving treatise on mercantilism, with an assortment of luxury goods, foodstuffs, textiles, and raw lumber available in spades. Near anything can be found in this market, though it tends to cater toward middle-class and wealthier customers. All goods purchased from this market are 20% more expensive than normal, but have a 50% chance of being of superior quality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Superior Quality''' =====&lt;br /&gt;
Superior goods and equipment bestows a +1 or +2 circumstantial bonus to its primary purpose. For instance, a superior weapon may grant a +1 bonus to attacks made with it, or a climber kit may give a +2 to STR/Athletics when scaling a cliff or spelunking.&lt;br /&gt;
|}&lt;br /&gt;
The Eastbridge Markets are heavily patrolled and theft is dealt with harshly. Magistrate tax collectors also make weekly inspections here, checking writs of sales, and cataloging goods. Successful merchants are levied with an additional 5% sales tax for profitable weeks, but are exempt for monthly property taxes.&lt;br /&gt;
&lt;br /&gt;
===== '''Eastbridge Markets Events''' =====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are incredibly rare here, as any violence is usually thwarted by the unyielding presence of Bridge Knight patrols. Quick combats of less than two rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A newly appointed local magister is struggling to convince a seasoned merchant to pay their weekly sales tax. Players can assist either side, with checks as described in Social Confrontation. Merchants will offer a 25% discount on their goods and guarantee superior qualities, whereas the magister will grant the players a writ of [[passage]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An ill-dressed, ill-kept cultist is preaching against the perils of vertical construction, concerned for the excess weight placed upon the Great Bridge. While obviously insane, the cultist will extol the Cult of Rust, chiding the ignorant consumers for their decadent ways. A DC 15 AWR check will reveal the beggar is more than they seem, and a DC 10 CHA check will convince the cultist to reveal that the like-minded gather at the Rustgate within the Underbidge.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|A magic item has started a bidding war in the markets. Roll 1d100. On a 50 or lower the item has an Essence Cost of 10 or lower; on a 51-90, it has an Essence Cost of 20 or lower; on a 91 to 100, it has an Essence Cost of 30 or lower. Bidding starts at 50% of the normal item cost. This event can repeat once every 7 (2d6) days.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish! The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table. Assume that Bridge Knight patrols are distracted by a larger number of cultists.&lt;br /&gt;
|}&lt;br /&gt;
These encounters assume a party of 4, between levels 4 and 8. You may have Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Players may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 10 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Goodwill with Bridge Knights and Social counters, and +2 Goodwill for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Writ of Passage''' =====&lt;br /&gt;
Good for 30 days, a writ of passage grants temporary citizenship to a group of up to 10 individuals. This allows easy entry to the Fortress of Merit, and to pass the toll gates without paying the requisite tolls. Citizenship granted in this way is only partial and does not make someone eligible to become a Meritocrat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Eastbridge Market Locations''' =====&lt;br /&gt;
&lt;br /&gt;
====== '''Belagar’s Emporium of Mystic Wonder and Bedazzling Bearings''' ======&lt;br /&gt;
Belagar’s Emporium sits at the sharp edge of a city block within the center of the markets, its four-story, yellow brick sandstone a staple of Eastbridge. An enchanted red door leads to a massive space within, where Belagar Stoneskean, a particularly persnickety trollkin [[mage]], runs one of the most successful esoteric shops in Bridgemoor. The space is immaculate, and Belagar is known to throw books, with deadly accuracy, at anyone who dirties his establishment. Belagar has the stats of a '''[[Mage (Greater)]]''' (CC, chapter 4).&lt;br /&gt;
&lt;br /&gt;
The shop is run primarily by small, animated Arcane constructs, who are incapable of haggling and simply stare at customers until they pay what is asked. The exception is The Shopkeep, Belagar’s personal [[golem]], a hulking, massive creature constructed from iron. The Shopkeep has the stats of an '''[[Iron Golem]]''' (CC chapter 2), but is a sharp negotiator, with an INT of 4, and the personality of a hawkish, insightful merchant. It does most of the talking.&lt;br /&gt;
&lt;br /&gt;
The Emporium sells magical goods to the public, including scrolls and common magical trinkets, such as those that autonomously clean floors, and self-heating bread knives. These common items are available in spades and are the majority of Belagar’s stock. For players, he has items of greater value.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Scrolls''' ======&lt;br /&gt;
The Emporium stocks 9 (1d8 + 5) scrolls. These scrolls refresh every 7 days, as they quickly sell out, and can be any Arcane spell of SPC 10 or less. Whenever you roll to refresh scrolls, you or your players can roll 1d100. If the result is 50 or higher, Belagar will have 2 (1d4) extra scrolls of SPC 25 or less.&lt;br /&gt;
If players possess a significant positive goodwill with Bridgemoor merchants or Meritocrats, Belagar will allow them to purchase [[Occult]] scrolls in addition to Arcane, which are drawn from the same stock.&lt;br /&gt;
&lt;br /&gt;
====== '''Magic Items''' ======&lt;br /&gt;
Belagar does not create anything more than his common household items. He does, on occasion, procure an item for resale. Every 30 days, you or your players can roll 1d100.&lt;br /&gt;
&lt;br /&gt;
'''1-25.''' No item.&lt;br /&gt;
&lt;br /&gt;
'''26-50.''' 1 item of Essence 15 or lower.&lt;br /&gt;
&lt;br /&gt;
'''51-75.''' 2 (1d4) items of Essence 15 or lower; 1 item of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''76-95.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower.&lt;br /&gt;
&lt;br /&gt;
'''95-100.''' 2 (1d4) items of Essence 15 or lower; 2 (1d4) items of Essence 25 or lower; and 1 item of Essence 40 or lower.&lt;br /&gt;
&lt;br /&gt;
These items last for 30 days and are considered sold by the end. You can use MCG chapter 7 for a list of potential items.&lt;br /&gt;
&lt;br /&gt;
====== '''Books''' ======&lt;br /&gt;
Belagar stocks non-fiction books. Tomes of knowledge can be purchased for 20 sc, with each assigned an appropriate INT or CHA skill (such as INT/Arcana or CHA/Leadership). If a player consults their tome for at least 15 minutes, they gain a +1 bonus to the assigned skill check.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Fixer’s Compound''' ====&lt;br /&gt;
A collection of sloped, adobe-style buildings sit within their own walled compound aside from the throngs of endless market stalls. A simple iron gate allows the curious to pass into the Fixer’s Compound. Guarded by sparse humanoids in light armor, the Fixers are psions that loan their services to adventurers and local organizations as guards, monster hunters, or investigators. While a valuable commodity, the Fixer’s here have a contract with the Bridge Knights that prevents them from investigating cases within sovereign territory. Still, their divining services are ever-popular, and the occasional merchant will hire an escort through the city to avoid less scrupulous magistrates. &lt;br /&gt;
&lt;br /&gt;
This particular outpost is run by Efelias Starseeker, a [[Raedeen]], who tends to be rather hands-on in the Fixer’s activities. Efelias or one of their fixers can be contracted to [[divine]] information within the city, so long as it does not interfere with, or directly influence or affect, any meritocratic, Bridge Knight, or magisterial business.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Hiring a Fixer''' =====&lt;br /&gt;
A standard fixer service costs 150 sc. This purchases a one-time use of the [[Psionic]] spell, [[Far Sense]]. If there is any protection against Divining in the desired area, the spell fails, and the fixer will refund ½ the cost.&lt;br /&gt;
If Efelias is hired, the cost increases to 250 sc, but the range of the spell increases to 20 miles (the breadth of Bridgemoor) and she will attempt to break through protective wards. She rolls at a +9 against the relative WILL.&lt;br /&gt;
&lt;br /&gt;
Neither a standard fixer nor Efelias will agree to spy on a reputable target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Trade Consortium''' ====&lt;br /&gt;
An alliance of merchants and skilled craftsfolk, the Trade Consortium is a powerful faction within Bridgemoor that primarily acts as a lobbyist to the Meritocratic Senate. The consortium pushes for lower mercantile taxes and improved trade rights, along with fostering trade with foreign nations via diplomatic and lucrative trade deals. Within the city, the consortium holds several acres of land where it retains its own private offices and compound.&lt;br /&gt;
&lt;br /&gt;
For all of its bluster, the consortium is a private guild, and spends the majority of its time lining its own pockets. It’s run by a council of senior merchants, many of whom are tied to the bureaucracy or are Meritocrats themselves, each representing a specific trade or craft. Most minor guilds and merchants count themselves among its ranks, and goodwill with the consortium tends to boil over to the city at large. And so to does infamy. &lt;br /&gt;
&lt;br /&gt;
Players can apply for membership to the consortium as merchants, though will be denied if their Goodwill is -3 or lower. Doing so requires they pay an upfront fee of 100 sc, then dues of 50 sc every 30 days. Joining as either automatically earns a player 1 Goodwill to Bridgemoor Mercantile factions and organizations. Players may also “donate” to the consortium to restore favor with Bridgemoor Mercantile, Aristocratic, or Social factions, at a cost of 750 sc per +1 Goodwill. This can only increase Goodwill in that category to a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
Joining the Trade Consortium is also one of the paths to citizenship, if players are interested in such a thing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Merchant Benefits''' =====&lt;br /&gt;
As a member of the consortium, a player gains access to the Trader profession. They may gain their first rank by earning 5 Goodwill with Bridgemoor Mercantile factions ''after'' joining, or completing a consortium caravan run. Additionally, members can always find a merchant to sell goods to at a minimum of 50% of its value, adding an additional 10% to that sale price per rank they possess in the Trader.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Bridgebank''' ====&lt;br /&gt;
Short of the Fortress of Merit, Bridgebank is one of the most well protected structures within Bridgemoor. Home to the city’s riches, including tolls and taxes, the bank is designed as a keep, with a large fortune’s worth of Arcane wards placed within the very walls. The bank is impenetrable against any divination or teleportation, and is guarded by elite Bridge-Knights, even possessing its own garrison. Nothing short of magical siege weapons can force open the bank’s doors.&lt;br /&gt;
&lt;br /&gt;
Most citizens have some kind of wealth stored in the bank. Here, individuals can exchange writs of credit for raw currency of any type, and vice versa. They can purchase vaults, store wealth, and even take out loans for large purchases or to pay off debts. Bridgebank’s vaults are built into the foundations of the bridge itself, but all access to them has been cut off to them from the Underbridge. There are rumors of secret pathways inside from the sewers, but none have ever been found.&lt;br /&gt;
&lt;br /&gt;
Heroes can store any amount of wealth at Bridgebank for no charge. In fact, the bank pays 2% interest on 500 sc or more stored within its vaults every 30 days, but uses this money to invest in local merchants and city-wide initiatives. If a hero attempts to withdraw all of their coin at once, have them make a LUCK check. The DC is 1% of the amount of sc they have in the bank. If they fail the check, then the bank does not have enough sc on hand to fulfill the hero’s wishes, instead giving them 25% of what they asked for.&lt;br /&gt;
&lt;br /&gt;
=== Fortress of Merit ===&lt;br /&gt;
The seat of governance and power in Bridgemoor, this district takes form as a fortress in the center of the city. Complete with walls and defenses that contain the Bridge Keep, Legislative Chambers, and the Meritocratium, this area is heavily guarded by a perpetual garrison of Bridge Knights. The fortress courtyard is open to citizens during [[daylight]] hours, but passersby are forced to circumnavigate the walls, taking the road around.&lt;br /&gt;
&lt;br /&gt;
==== '''Bridge Keep''' ====&lt;br /&gt;
The Bridge Keep is where the local guard is trained, supervised, and armed, and where the official command structure of the Bridge Knights lives and resides. The keep itself is designed as a defensive fortification, boasting Arcane-infused siege weapons, strong, high stone walls, and stores several months worth of rations at any time in the event of an invasion. &lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''A fortress unto itself, the Bridge Keep looms overhead, its pale, red stone taking shape as siege-worthy towers and heavy fortifications, catapults and ballista mounted as if to ward off an entire army. A perpetual clash of steel on steel echoes from within as Bridge Knights train against one another, chain rattling amongst the heavy-booted footfalls. Guards line the walls here, keeping constant watch, their vigil unyielding.'' &lt;br /&gt;
&lt;br /&gt;
Even citizens are disallowed access to the keep, with only Bridge Knights, Meritocrats, and invited guests allowed to stalk its halls. If they possess 10 or higher Goodwill with the knights, heroes may be invited within. Inside, they can purchase armor from the keep quartermaster, Madrik Ironside, a disciplined, no-nonsense [[Urkou]]. Madrik is an ancient fixture of the keep’s command staff.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Bridge Keep Inventory''' =====&lt;br /&gt;
The Keep is well stocked with armor, available at a discount. Players can purchase medium or heavy armor from Madrik for 75% of its normal value. This armor is branded with the sigil of the Bridge Knights, though, and while wearing it the player acts as if they possessed the Goodwill, positive or negative, of the Bridge Knights with whoever they are dealing.&lt;br /&gt;
&lt;br /&gt;
'''Available Medium Armor'''&lt;br /&gt;
&lt;br /&gt;
Breastplate, Cuirass (Iron), Half Plate, Scale Mail&lt;br /&gt;
&lt;br /&gt;
'''Available Heavy Armor'''&lt;br /&gt;
&lt;br /&gt;
Chain Mail, Plate (Field)&lt;br /&gt;
|}&lt;br /&gt;
With 10 or higher Goodwill, players may also sign on as Knight Deputies, or hired mercenaries that may act with minor authority of Bridge Knights. Doing so, players receive a stipend of 50 sc every 7 days, though they must collect this in person at the keep. Should they gain another 3 points of Goodwill with the Bridge Knights, they may then take 1 Rank in either the Guard or Knight profession.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Knight Deputy Powers and Benefits''' =====&lt;br /&gt;
A deputy has limited power - they can arrest an obvious, overt criminal (such as an Underbridge cultist) or low-ranking citizen, or can directly interfere in a violent dispute on behalf of Bridgemoor, but they have no power over a bureaucratic member, an official Bridge Knight, a Meritocracy, foreign official, or other person of similar or higher rank.&lt;br /&gt;
A deputy benefits from Bridge Knight support, and has credibility with local knights over citizens, gaining a +1 bonus to CHA checks made on these individuals per 4 positive Goodwill.&lt;br /&gt;
&lt;br /&gt;
Deputies are granted a deputy badge, a lesser sigil of the knights that lends their authority to relevant situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Gaining and Losing Goodwill''' =====&lt;br /&gt;
As a deputy, there are multiple ways to gain Militant and Bridge Knights Goodwill, and ways to lose it. You may decided to extend these bonuses and penalties to other occupational categories as well, such as resolving a local dispute leading to +1 Militant and Mercantile Goodwill.&lt;br /&gt;
&lt;br /&gt;
* Apprehend a criminal: +1 Goodwill&lt;br /&gt;
* Resolve a local dispute without violence: +1 Goodwill&lt;br /&gt;
* Aid a local or junior magister in their duties: +1 Goodwill&lt;br /&gt;
* Assist a Bridge Knight patrol: +1 Goodwill&lt;br /&gt;
* Overexert authority: -1 Goodwill&lt;br /&gt;
* Openly criticize, dismay, or besmirch the Bridge Knights or Ser Blacksky: -1 Goodwill&lt;br /&gt;
* Be caught committing a crime: -5 Goodwill&lt;br /&gt;
* Attacking a Bridge Knight: -10 Goodwill&lt;br /&gt;
&lt;br /&gt;
===== '''Keep Cells''' =====&lt;br /&gt;
Beneath the keep are a series of cell blocks built into the Underbridge and sealed off from the sewers. These cells house hundreds of prisoners and fall under the purview of the Bridge Knights. They descend several levels deep, and are warded from both Divining magic and from teleportation. Prisoners here are treated with basic dignity—they are fed and aren’t beaten, but many don’t see the sun until the end of their sentence. For some, in the deepest [[darkness]], this means they never taste fresh air again.&lt;br /&gt;
&lt;br /&gt;
==== '''Courtyard Gardens''' ====&lt;br /&gt;
Of all the wonders in Bridgemoor, few expect the courtyard gardens. An array of unique flora, the gardens of the fortress are built directly into the bridge foundations, with deep basins of natural soil where an entire ecosystem is grown from within. As the only official city “park”, the gardens are well tended to by primalists from the Westbridge Grove, full of natural magics that facilitate a thriving environment of small fauna. Birds and small mammals live their entire lives in the gardens, as the grounds stretch several miles within the central city.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Glimmering pools of fresh water line the flagstone courtyard of the gardens, each lined with an array of colorful flowerbeds, all arrayed with perfect harmony in rows upon rows of unique foliage. Here, the walls of the fortress keep out the usual buzz of the city, replaced instead by the gentle lull of flowing water, birdsong, and the rustle of canopies within soft zephyrs. Cafes fill the garden passages as local officials, students, and Meritocrats pass the day in the peaceful haze.''&lt;br /&gt;
&lt;br /&gt;
While pleasant, a majority of citizens pass through the courtyard because it shaves an entire hour off of travel between East and Westbridge. With as many folk as it sees, this makes the courtyard a common gathering place, where cultures collide and ideas spread in the shadow of the three major institutions of the city. Mercantile efforts are disallowed within, but over time several cafes and day-time lounges have sprung up, nestled between the small wooded grounds and constructed lakes, allowing a bit of nature to seep into the urban landscape. Many lobbyists and concerned citizens will spend their days waiting in the yard, hoping to catch a Meritocrat out for lunch. &lt;br /&gt;
&lt;br /&gt;
===== '''Courtyard Garden Events''' =====&lt;br /&gt;
As one of the few “wild” places on the Moorian surface, there are some rare events that can occur within the gardens. Use these if you’d like to give your players new interactions in the city.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Scholarly Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Accosted Meritocrat&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Strange Plant&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Scholarly Demonstration.''' A scholarly demonstration of young students are actively decrying the state of the Meritocracy and the iron-fist of the Bridge Knights, and knights from the keep garrison are growing irate. If no one interferes, things could get ugly. Use the '''[[Dragonfolk Scholar]]''' stats for the students, if necessary (CC chapter 4), minus the breath weapon unless they are truly dragonfolk.&lt;br /&gt;
&lt;br /&gt;
If the scholars are assisted and are allowed to continue their demonstration, players gain +2 Goodwill with Bridgemoor Academics and +1 with the Aristocratic occupation. &lt;br /&gt;
&lt;br /&gt;
If the scholars are convinced to stop, apologize, or disperse, players gain +2 Goodwill with the Bridge Knights and Militant occupation.&lt;br /&gt;
&lt;br /&gt;
'''Accosted Meritocrat.''' An important Meritocrat is being loudly accosted by a laborer from Westbridge, insisting their family is starving under oppressive taxes. The Meritocrat is about to call over a guard. &lt;br /&gt;
&lt;br /&gt;
If the laborer is aided, either by convincing the Meritocrat to listen or giving them at least 50 sc, players gain +2 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
The laborer can be arrested by a knight deputy, or convinced to leave otherwise. Use the '''[[Charlatan]]''' stats (CC chapter 4) if necessary. Doing either leads to +2 Goodwill with the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Strange Plant.''' A local Primalist from the Westbridge Grove is stumped at a strange, poisonous plant growing in the gardens. If approached, they will explain that the plants are carefully regulated and this shouldn’t be possible.&lt;br /&gt;
&lt;br /&gt;
A 15 INT/Nature or INT/Arcana will reveal that these plants have been tampered with by Occult magic. A 20+ of either check will also reveal this tampering took place recently, within the day.&lt;br /&gt;
&lt;br /&gt;
Players can track down the one responsible, an [[Underbridge Cultist]], with a 15 AWR/Tracking, or an INT/Nature hiding in one of the wooded areas of the gardens. This can result in combat, or the cultist can be arrested. Use the '''Forest [[Witch]]''' stats (CC chapter 4) for this encounter. If not found, the next time players pass through the area, trigger event #4. If resolved, event #4 is removed (roll 1d3 for future events here).&lt;br /&gt;
&lt;br /&gt;
If the cultist is taken in or resolved, players gain +2 Religious Goodwill, +1 Social, and +1 with the Bridge Knights.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish'''&lt;br /&gt;
&lt;br /&gt;
The Underbridge cult has corrupted the local fauna and are causing chaos in the gardens, attacking Meritocrats and civilians.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1 [[Forest Witch]], 2 Wolves&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Forest Witch, 2 Wolves, 1 Dire [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1 Forest Witch, 3 Wolves, 1 [[Wilting Warden]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|2 Forest Witches, 2 Wilting Wardens&lt;br /&gt;
|}&lt;br /&gt;
Defeating the skirmish earns the players +1 Goodwill across the board in Bridgemoor. If the encounter is difficult or deadly, they instead earn +2. If the encounter is deadly, one of the witches possesses a Scorpion’s Sting Dagger (MCG chapter 7).&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocrats' Palace''' ====&lt;br /&gt;
The shining beacon of legislative governance, the legislative chambers house the whole of the Meritocrats, consisting of endless offices and wide, open chambers that can seat hundreds. The chambers are busy year-round, with committee meetings, diplomatic envoys, and legislative sessions circling in an ever-revolving circle of politics. The Chambers also contain judicial houses where magisters prosecute criminals and hold court.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Sweeping, open verandas and marble textures form the grand halls and chambers of the Meriocrat’s Palace, a worthy tribute to Bridgemoor’s most hallowed institution. Here, the peace of the courtyard gardens merges with a sense of purpose as Meritocrats plan the future of their city, white-robed and busy as they flit from council to chamber. Floral colognes bathe the halls in pleasant scents and a visit is always good for an eloquent oration or two, blustering voices rebounded about the gilded interior of mural motifs and elegant architecture.''&lt;br /&gt;
&lt;br /&gt;
The Meritocratic Senate, which consists of all voting members of the Meritocracy, meets on the first day of every month to discuss policies and vote on new legislation. These sessions are open to citizens and those with a personal invitation from a Meritocrat. Citizens and guests may even speak with approval or support from a Tenured counselor. Any number of committees, as there are dozens, can be found meeting in the chambers during daylight.&lt;br /&gt;
&lt;br /&gt;
Heroes may move freely throughout the chambers if they possess a Goodwill of +5 with the Bridgemor Aristocrats, and even request to meet with particular Meritocrats. They will be expelled from the grounds by a Bridge Knight patrol if they have less than 5 Goodwill, unless they are citizens or are escorted by a citizen.&lt;br /&gt;
&lt;br /&gt;
==== '''Joining the Bureaucracy''' ====&lt;br /&gt;
With all the political intrigue, heroes may be encouraged to get involved on a legal level. A player may become a Bureaucrat in multiple ways. &lt;br /&gt;
&lt;br /&gt;
'''Official Sponsorship.''' A Meritocrat may hire a player as an aide or secretary, able to act in a semi-official capacity on behalf of that Meritocrat. This can grant exemption from tolls, grant access to off-limits areas in the city, or allow players to skirt minor regulations. Joining the Bureaucracy in this way gains the players +2 Goodwill with the Aristocratic occupation, but is usually a quid-pro-quo option, and supplies no real form of advancement.&lt;br /&gt;
&lt;br /&gt;
'''Traditional Route.''' To become a standard Bureaucrat, the applying individual must be a citizen, then pass a basic civics exam. This test is proctored once every 15 days, and requires a fee of 25 sc to participate. To complete the test, players must pass any two of the following checks with a roll of 15 or higher:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting to suss out answers.&lt;br /&gt;
* AWR/Eavesdropping or Perceiving to cheat off fellow testers.&lt;br /&gt;
* INT/Law to accurately answer questions.&lt;br /&gt;
* INT/Politics of Bridgemoor to accurately frame responses.&lt;br /&gt;
* CHA/Savoir Faire to overwhelm the questions with convincing nothings.&lt;br /&gt;
* CHA/Deceiving to make it sound like you know what you’re doing.&lt;br /&gt;
&lt;br /&gt;
Test results are posted the following day. Passing earns the players +1 Goodwill with the Aristocratic occupation, and they may take a job as a clerk, aide, or secretary. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Do Heroes have Time for Jobs?''' =====&lt;br /&gt;
Depending on how you craft your myths, jobs can be a valuable source of roleplaying or resource gathering. They may not fit into a busy life of adventure, though. If your heroes’ adventure flow leaves them prone to large swathes of downtime, or your players are permanent residents of an area, it makes sense to hold down a job.&lt;br /&gt;
|}&lt;br /&gt;
As a Bureaucrat, players need to spend at least 4 hours every other day performing legislative duties. While practicing, a player can use a number of [[skills]] to, essentially, complete tasks and do their job. Any of the following skills can be used:&lt;br /&gt;
&lt;br /&gt;
* AWR/Intuiting&lt;br /&gt;
* AWR/Eavesdropping or Perceiving&lt;br /&gt;
* INT/Law&lt;br /&gt;
* INT/Politics of Bridgemoor&lt;br /&gt;
* CHA/Savoir Faire&lt;br /&gt;
* CHA/Deceiving or Persuading&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 10'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 10, a player is unable to complete their tasks and gains nothing. If this is rolled five times within 30 days, the player loses their status, and loses 1 Goodwill with the Aristocratic occupation. If the player rolls a 1 on the check, they lose 1 Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 10'''&lt;br /&gt;
&lt;br /&gt;
On a 10, a player successfully completes their tasks to no real fanfare. They gain a base 5 sc for a day’s work, and if they roll over a 10 their salary becomes their ½ roll in sc.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
On a 18 or higher, a player  accomplishes their tasks with finesse. They gain a base salary of 10 sc, +2 sc per 1 over 18 they roll. If a player rolls an 18 or higher five times within 30 days, the gain +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25'''&lt;br /&gt;
&lt;br /&gt;
On a 25 or higher, a player resolves a difficult scenario or attracts the attention of a higher ranking official. They gain a base salary of 30 sc, and earn +1 Goodwill to the Aristocratic occupation.&lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a Bureaucrat, and if a player gains that Goodwill they may take 1 rank in the [[Barrister]] profession. Additionally, if that rank is taken, a player becomes eligible to serve as a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
'''Magistrate Route.''' While difficult, a player can apply to become a junior magistrate. To do so, they must first be appointed by the Magister Superior. To earn this, players must have a minimum of +10 Goodwill with the Aristocratic occupation, have a clean criminal record in Bridgemoor, and receive a recommendation from a Meritocrat. After accomplishing this, they must be approved by a simple majority vote during a Meritocratic Senate, which may require lobbying if enough voting members oppose that players reputation. &lt;br /&gt;
&lt;br /&gt;
This should be an ordeal, and unless the player possesses a minimum of +15 Goodwill with Bridgemoor Meritocrats, then they will need to lobby individual members or committees to ratify their appointment. &lt;br /&gt;
&lt;br /&gt;
If successfully appointed, a player gains the following benefits:&lt;br /&gt;
&lt;br /&gt;
* They may take their first rank in the Barrister profession, or they may take the next rank in that same profession.&lt;br /&gt;
* They gain a weekly stipend of 30 sc on top of the base pay they receive as a Barrister.&lt;br /&gt;
* They become exempt from Bridgemoor tolls.&lt;br /&gt;
* They gain a magister badge, a prominent sigil that they may use to wield authority.&lt;br /&gt;
* A player may choose to overexert their authority, granting them a favor with any corruptible NPC or higher-ranking official. Doing so grants the player special privilege, but also loses 1 Goodwill with the Aristocratic profession. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Magister Badge''' =====&lt;br /&gt;
A sign of rank, a magister badge is oft feared by criminals and citizens alike. Possessing a badge grants the wielder TA while negotiating with low ranking merchants and Bridge Knights within Bridgemoor. While visible, this player replaces their Goodwill stats with that of the Bridgemoor Aristocratic occupation, giving them credence with some, and dislike with others.&lt;br /&gt;
|}&lt;br /&gt;
A player may have their status as a magistrate revoked at any time by the Magister Superior. This only happens if, any time, their Goodwill with the Aristocratic occupations becomes negative, they are caught committing a crime, or they lose more than 5 Goodwill overexerting their authority within a period of 30 days.&lt;br /&gt;
&lt;br /&gt;
==== '''Major NPCs''' ====&lt;br /&gt;
As the body politic of Bridgemoor there are a vast number of important individuals can be found in the chambers. These are some of the unique [[NPCs]] of note:&lt;br /&gt;
&lt;br /&gt;
'''Senisalia Corifax.''' As the Magister Superior, Senisalia is one of the most important officials in Bridgemoor. She is a tall, thin dragonfolk with severe features, her scales red and sharp. She has delicate wings and curled horns. Senisalia has devoted five decades of her life to the magistrate, having tried thousands of cases, and is considered incorruptible. With a fearless reputation, she is unpopular amongst the Meritocrats, as she is as likely to bring charges against them as a criminal, but holds the favor of the people and several key Premiers, making her unimpeachable. She is ultimately fair, eschewing morality in favor of the law, and makes it a point not to interfere with politics. Not only a legal talent, Senisalia started her career as a Bridge Knight, having ascended to the rank of captain before becoming a magister.&lt;br /&gt;
&lt;br /&gt;
'''Mefelicas Arinwin.''' Perhaps too young for his station, Mefelicas stands out as one of the strangest governors of Bridgemoor in recent history. Mefelicas taught at the Meritocratium for no more than ten years as professor of law and philosophy when he was [[chosen]] as the last governor’s successor. Having never served as a Meritocrat, and barely 4 decades old, his selection broke centuries of tradition and sent the city into a major upheaval. Soft spoken, calm, and insightful, Mefelicas nevertheless managed to whip the Meritocracy into shape, and in the five years since his appointment he’s managed to secure support from the major organizations and most of the Meritocratic Senate.&lt;br /&gt;
&lt;br /&gt;
Mefelicas is a physically plain human of an average build and dark features, unassuming in his manner, and the last to be seen in a room. Until he speaks, that is. The Premier of Governance commands a rare wit and intellect, able to determine near any truth with an almost psionic perception. He possesses an iron will, seemingly unbreakable in the face of adversity. Mefelicas is neither a [[warrior]] or a mage, nor does he possess any hidden talents. He’s simply brilliant, able to get the better of any argument within moments.&lt;br /&gt;
&lt;br /&gt;
'''[[Hyleth Othen]].''' Hyleth is an aged halfling and an immensely influential Meritocrat. You can find more in depth details in his relevant NPC entry, but his offices are located within the chambers as a Tenured, which tend to be revolving doors of high-ranking officials and official business. Not much happens in the city that Hyleth isn’t aware of.&lt;br /&gt;
&lt;br /&gt;
==== '''Meritocratium''' ====&lt;br /&gt;
Known outside as simply as the Bridgemoor University, those within the city refer to the institution by its preferred title: the Meritocratium. Renowned for its schools of history, philosophy, and law, the campus is a complex compound of studies, libraries, lecture halls, and dormitories, complete with spiraling towers that constitute the tallest structures of Bridgemoor. Some of the most brilliant legal minds of the age hail from the schools of Merit, and the institution is largely seen as incorruptible, overseen as it is by scholars of philosophy and legal experts.  Many believe the university is the beating heart of Bridgemoor, even more so than the Meritocracy.&lt;br /&gt;
&lt;br /&gt;
'''''Read Aloud:''''' ''Spiraling towers ascend near a dozen stories into the sky, each connected to a campus alight with hundreds of starry-eyed students looking ever-forward to the future. Halls and dorms litter more than a mile of stonework,  housing a faculty of some of the most brilliant minds of the age, teaching every scholarly endeavor from script to the arcane. Wide, open antechambers and lecture halls are always filled to the brim, welcoming any and all who wish to further their horizons.'' &lt;br /&gt;
&lt;br /&gt;
The university oversees thousands of students at any given time. Unlike most of the city, it welcomes non-citizens, allowing them to live in local dormitories and espouses an egalitarian approach to its acceptance. Still, there’s an obvious classist disparity, as only those with money can afford to pay tuition and keep up with a full class load. Those that graduate find an immense number of doors open to them, as the respect and skills that come with a degree are highly valued within Bridgemoor and beyond.&lt;br /&gt;
&lt;br /&gt;
===== '''Attending the University''' =====&lt;br /&gt;
Players may register as students. To do so, they must choose a field of study: Arcane, Mercantile, Legal, or Civil. Each grants its own benefits, and a player may only participate in one field at a time. Once a field is chosen, a player pays the initial tuition of 1,000 sc, and must take an entrance exam.  To pass, they must succeed a skill check relative to the field:&lt;br /&gt;
&lt;br /&gt;
'''Arcane.''' INT/Arcana of 15+&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' INT/Economics 10+&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' INT/Law 15+&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' INT/History 13+&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Any test can be taken instead with CHA/Savoir Faire or AWR/Intuiting.&lt;br /&gt;
&lt;br /&gt;
If successful, the player becomes an official [[student]] of the Meritocratium and gains +2 Goodwill with the Academic occupation. To make progress as a student, a player must attend classes for 8 hours every 7 days for an entire semester. There are 12 semesters in a year, each consisting of 30 days, and a student must pay 250 sc per semester they attend, with the first one included in their entry tuition. A player may choose not to attend a semester and keep their status as a student, but they must still pay the fees even though they do not advance that semester.&lt;br /&gt;
&lt;br /&gt;
Heroes must make relevant skill checks to their field four times per semester. The target number to pass is 10 + the number of completed semesters. For instance, after completing 3 semesters, a passing check would be 13 (10 base, + 3 for 3 semesters). &lt;br /&gt;
&lt;br /&gt;
A player must succeed 2 out of 4 checks to complete a semester. If failed, the player loses 1 Goodwill from the Academic occupation, and if they fail 3 semesters in a row, they lose their student status. Failing a single semester nets no benefits, and must be taken again. If a player passes a check by double the target, this counts as 2 successes, and they may pass the semester early.  &lt;br /&gt;
&lt;br /&gt;
===== '''Arcane Field''' =====&lt;br /&gt;
As an Arcane student, a player needs to make an INT/Arcana check to complete a semester. For each successfully completed, the player learns either 1 Arcane cantrip or spell or may increase their Arcana skill by 1. Arcane classes are more expensive and cost 500 sc per semester.&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player learns two arcane cantrips of their choice. INT is their magic attribute for these cantrips.&lt;br /&gt;
&lt;br /&gt;
After completing 12 semesters, a player is awarded with an Arcane degree, gains a +1 to their INT, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
===== '''Scholarly Field''' =====&lt;br /&gt;
As a scholarly student, a player makes rolls based on the skill they used to pass their exam. This includes the CHA or AWR options. For every semester completed, the player may add +1 to a skill depending on their chosen field:&lt;br /&gt;
&lt;br /&gt;
'''Mercantile.''' Appraising, Economics, Gossiping, Leadership, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Legal.''' Deceiving, [[Empathy]], Forgery,  Intimidation, Law, Persuading.&lt;br /&gt;
&lt;br /&gt;
'''Civil.''' Alchemy, Art, Astronomy, Biology, Cartography, Chemistry, Engineering, Geography, History, Medicine, Military, Nature, Politics of [Any Region].&lt;br /&gt;
&lt;br /&gt;
After completing 4 semesters, a player may learn an academic talent from the Skill Stack. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Academic Talents''' ======&lt;br /&gt;
While there is no official academic tag for talents, the following all qualify. These can all be found via the ''Core Rulebook,'' chapter 5, “Skill Stack”.&lt;br /&gt;
&lt;br /&gt;
'''Talents:''' Astronomer, Biologist, Calligrapher, Careful Appraiser, Cartographer, Chemist, Eavesdropper, Economist, Empathic, Engineer, Forgery, Geographer, Gossipper, Historian, Intelligent, Jack of all Trades, Knowledgeable, Lawyer, Medic, Persuasive, Politician.&lt;br /&gt;
|}&lt;br /&gt;
After completing 12 semesters, a player is awarded with a degree in the relative field, gains a +1 to either their AWR, INT, CHA, or LUCK, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat.&lt;br /&gt;
&lt;br /&gt;
===== '''Becoming a Lecturer''' =====&lt;br /&gt;
If a player graduates from the Meritocratium, or possesses at least +10 Goodwill with the Academic occupation, they may put on a guest lecture once every 30 days. To do this, a player must spend at least 4 hours at the university, and may roll any skill they possess at least 5 points in, and has an academic application. For instance, a character may not use DEX/Sneaking, but may use INT/Religion, despite it not being taught. The results depend on the following checks:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 15'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 15 results in a failed lecture. Very few people attend, and it contains details that are considered common knowledge. The player loses 1 Academic Goodwill. This result happens 3 times, the university will no longer approve lectures for this player.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 15'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a minor success. The player gains 60 sc for their time, +10 sc per 1 rolled over 15.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 23'''&lt;br /&gt;
&lt;br /&gt;
The lecture is a great success. The player gains 150 sc for their time, and gains +1 Academic Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 30+'''&lt;br /&gt;
&lt;br /&gt;
The lecture is memorable for years to come. The player gains 300 sc for their time, +2 Academic Goodwill, and +1 Social Goodwill. &lt;br /&gt;
&lt;br /&gt;
Only a total of 5 Goodwill can be gained as a lecturer, and if a player gains that much Goodwill they may take 1 rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
=== Underbridge ===&lt;br /&gt;
Within the foundations of Bridgemoor lies the Underbridge: a series of complex waterways, storage spaces, and basins. While the city has turned the majority of this massive space into sewers, there are hundreds of storehouses and open spaces that provide refuge away from prying eyes, creating an environment of mystery and ever changing demographics. Rumors of cults, ne'er-do-wells, and even entire “secret districts” run rampant about the Underbridge, with just  as many liable to be true as are false.&lt;br /&gt;
&lt;br /&gt;
=== Sewer ===&lt;br /&gt;
&lt;br /&gt;
The Underbridge sewer is a vast, complex series of cauldrons, waterways, and basins that run the full length and breath of Bridgemoor. Many consider it to be an engineering marvel, a feat of civil ingenuity few civilizations accomplish in their history.  Hundreds of sewer ways connect to drains and Arcane-infused copper pipes that whisk water to every part of the city, making such feats as indoor plumbing, bathhouses, and urban wells a common sight. &lt;br /&gt;
&lt;br /&gt;
Many above-bridge compounds and buildings have basements within the Underbridge, but are sealed off from the sewers. With this disconnect, the sewers have evolved into their own entity, housing the lost, the poor, and those who wish to go unseen. This makes sewer ventures unpredictable, as Bridge Knights and other officials avoid the bowels, only delving their depths should a problem arise that hinders Bridgemoor. &lt;br /&gt;
&lt;br /&gt;
The sewers act as a wealth of adventure opportunities. Ignored as they are, any number of creatures or individuals can find their within, and so can entire lost swaths of civilization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
==== '''What's That Smell?''' ====&lt;br /&gt;
While the Underbridge Sewers are a grand marvel, they also smell terrible. Facilitating the waste of thousands of tightly packed humanoids leads to nausea-inspiring heights. If players spend more than a hour in the sewers or fall/enter the sewage, they must make a DC 8 END check or become Sickened until they can breath fresh or, or the condition is cured via a spell. This DC is modified, increasing by 1 per hour players have spent in the sewers.&lt;br /&gt;
&lt;br /&gt;
If players spend more than eight hours in the same area, they become accustomed to the scent, no longer requiring checks until they move on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''Sewer Events''' ====&lt;br /&gt;
While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hail the Rat Queen!&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Diamond in the Sludge&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Worst [[Elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Trash Gryphons?&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Urchin Colony&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Magical Anomaly&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d6&lt;br /&gt;
!Combat Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Occult&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Vermin&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Criminals&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Cultists&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inferno&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Monstrosity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Hail the Rat Queen!''' =====&lt;br /&gt;
While navigating the endless sewer corridors, the players come upon a small, empty storage room, the iron-joints of its doors gnawed off. Inside the room are piles of refuse and rotting food liberated from trash cast-aside from above the bridge, along with 10 '''Dire Rats'''. These rats are sitting in a circle around a massive [[Dire Rat]], one that can speak. This rat refers to herself as Queen Ratina, and is content with her small kingdom of rats within the Underbridge. She is rather regal, and will ask players if they wish to pay tribute to the Rat Queen.&lt;br /&gt;
&lt;br /&gt;
Players can donate currency, items, or food to satisfy Ratina. &lt;br /&gt;
&lt;br /&gt;
If players donate 250 sc worth of materials, she will bless them with an escort through the sewers. 2 '''Dire Rats''' will accompany, and fight for, the party until they leave the sewers.&lt;br /&gt;
&lt;br /&gt;
If they donate 1,000 sc or more, Ratina will instead grant them her Rat Hat, and praise their worthiness of the Rat Queen. With this outcome, should the event trigger again, Ratina will offer the players safe haven and will protect them with her rats if they choose to Take a Rest. &lt;br /&gt;
&lt;br /&gt;
Queen Ratina has the stats of a '''[[Druid]] (Greater)''', and if attacked, she and her subjects will scatter into burrowed holes into the foundations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Rat Hat''' ======&lt;br /&gt;
''Helm, Rare, Essence 30''&lt;br /&gt;
&lt;br /&gt;
This strange hat, shaped like a plush rat, snuggly fits atop any head and keeps it warm with its brown fur exterior. Your speed base speed increases by 5 ft, and you gain Resist Toxic 5 and become immune to the Sickened condition. Additionally, you may spend 3 AP to become a '''Dire Rat'''. While transformed, you use your own HP, INT, and CHA, but otherwise use the stat block of a Dire Rat with an additional +2 bonus to its DEX.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''A Diamond in the Sludge''' =====&lt;br /&gt;
Amidst the roving sewage of the sewers the occasional item goes missing. While traveling the depths, the party comes across a strangely vibrant glint with an exposed water way. Beneath the muck and grime, something shines within. &lt;br /&gt;
&lt;br /&gt;
Whatever the item is, to reach it, the players will have to [[jump]] into the sewage. Caked in muck, the item is held fast to the stoney basin, and will actively resist being liberated. With a proper weighted lure and a hook, it’s possible to reach the item with DEX checks to get a hold of it, then a STR/Applied Force to liberate it (use your best judgment depending on item’s value)&lt;br /&gt;
&lt;br /&gt;
Otherwise, they can dive into the water. Navigating the current requires a DC 12 STR/Athletics, and failure will carry the player 10 ft. down the basin. As soon as they enter the water, they must also make a DC 15 END check or become Sickened. Once they reach the item, a DC 15 STR/Applied Force, or INT/Sleight of Hand can liberate the item, then another DC 12 STR/Athletics will carry them back to the surface.&lt;br /&gt;
&lt;br /&gt;
To determine what the item is, you or your players can roll a d100.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|A singular gem worth 150 sc.&lt;br /&gt;
|-&lt;br /&gt;
|11-30&lt;br /&gt;
|An old set of tools of superior quality. These tools grant a +2 bonus to their intended purpose.&lt;br /&gt;
|-&lt;br /&gt;
|31-50&lt;br /&gt;
|A singular gem worth 300 sc.&lt;br /&gt;
|-&lt;br /&gt;
|51-70&lt;br /&gt;
|A pair of [[Magnetic Gloves]] (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|71-90&lt;br /&gt;
|A singular gem worth 500 sc.&lt;br /&gt;
|-&lt;br /&gt;
|91-100&lt;br /&gt;
|A Mul’ator Blade (MCG, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''The Worst Elemental''' =====&lt;br /&gt;
In a distant corridor the sounds of a husky, bellowing voice echoes off the earthen stone in the form of a terribly out of tune melody. Should players explore this, they’ll come across what appears to be a creature risen out of the sewage. Created from stray Arcane magics imbued into the Underbridge’s foundations, the source of the voice is a fondly named Excrement Elemental, or has they like to call themselves: Mordecai. Mordecai is friendly, and has nothing but respect for humanoids that traverse the sewers, as they envy the adventurers’ intrepid spirit.&lt;br /&gt;
&lt;br /&gt;
Mordecai has several uses, so long as the heroes are willing to pay for their assistance. Mordecai doesn’t accept currency or items, but instead asks for a story, song, or a painting of the outside world. Keep track of each of these options as “favors” for Mordecai.&lt;br /&gt;
&lt;br /&gt;
'''Story or Song'''. A DC 15+ CHA/Entertaining or Instrument will captivate Mordecai and count as 1 favor. A DC 25 will count as 2. Players receive TA on this check if they narrate a particularly exciting event or piece of lore.&lt;br /&gt;
&lt;br /&gt;
'''Painting.''' Mordecai is particularly obsessed with seeing the outside world. Every 10 DC met with an INT/Painting check counts as 1 favor. &lt;br /&gt;
&lt;br /&gt;
Players can trade favors for the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Favors Cashed&lt;br /&gt;
!Exchange&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Mordecai will lead the heroes through the sewers, reducing travel time by 50% across Bridgemoor via the sewers. They won’t assist in any combat and will leave after.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Mordecai will [[distract]] the next combat encounter in the sewers, nullifying it.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Mordecai will exert their protection over the heroes, granting them [[immunity]] to the Sickened condition and the ability to breathe underwater for 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Mordecai will aid the players in their next random encounter, or help them fight Shadows or Shades in the Rust Gate.&lt;br /&gt;
|}&lt;br /&gt;
If necessary, Mordecai has the stats of a '''[[Water Elemental]]''', only they deal toxic damage in place of cold. Mordecai can be met multiple times.&lt;br /&gt;
&lt;br /&gt;
===== '''Trash Gryphon''' =====&lt;br /&gt;
A strange, squawking cry rebounds from the stone stones; shrill, it pierces the eeriness of the sewer with a curious tone. The flickering shadow of a massive, winged creature appears at the edge of the light, its harrowing gait approaching ever faster. As it nears, the full form of the beast manifests. No larger than a cat, the creature’s feathers are disheveled and dismayed, its wings flapping in anticipation of its approach while the elongated rat-like tail flickers behind its thin frame.&lt;br /&gt;
&lt;br /&gt;
Here, the heroes stumble upon a '''Trash [[Gryphon]].''' Accustomed to the oddities of the sewer, this particular beast isn’t afraid of people, but is lost and is looking for help to return to its nest. An AWR/Animal Handling of 13+ will convince the gryphon that the heroes are friendly and allow them to approach. This roll can be circumnavigated by tossing the little guy something to eat (meat) or anything that shines when it catches the light. Once calmed, the gryphon will accompany the heroes as a temporary companion, and will count them as its nest, activating its Territorial feature. &lt;br /&gt;
&lt;br /&gt;
If the heroes wish to permanently tame and keep the gryphon they may do so by rolling several  checks. Once per 7 days, they must make a DC 15 AWR/Animal Handling. If they fail, increase the next check’s DC by the difference they failed by (if they rolled a 10, then the next DC increases by 5). After 4 checks, so long as they’ve succeeded 3, the gryphon becomes a loyal pal, bonding with whoever made the skill rolls.&lt;br /&gt;
&lt;br /&gt;
Otherwise, heroes can return the gryphon to its nest. To do so, they can make a DC 18  AWR/Tracking check once per every 24 hours they remain in the sewers. On a success, they find a small room full of trash and shiny jewelry, along with 11 '''Trash Gryphons'''. If the lost one is returned. a slightly larger gryphon will appear and, in exchange for the help, will offer the heroes a Ring of Illumination (Uncommon)  (''Mythcrafter’s [[Guide]]'', chapter 7, “Rarity Examples”). If the heroes have bonded with the gryphon, it will run into the nest, procure the ring, then return to travel with its new family.&lt;br /&gt;
&lt;br /&gt;
While traveling the sewers, if this event is rolled again, the heroes will stumble upon the nest naturally. They may rest here safely, protected by the gryphons if they helped the stray.&lt;br /&gt;
&lt;br /&gt;
===== '''Urchin Colony''' =====&lt;br /&gt;
A series of flickering flames in the distance alerts the heroes to the presence of some forgotten dregs of society. Within one of the freshwater basins an assortment of dozens of urchins, maybe even hundreds, have set up a series of lean-tos, tents, cookfires, and wall-mounted torches for light, using the city’s waste and trash to get by. The urchins use the basin for their water and occasionally venture into the streets of Westbridge to steal, forage, and search for others that may be lost above-bridge. Most of the children here share the same story: either they were separated from their parents during a toll crossing, or were left behind after an arrest or Underbridge Cult attack.&lt;br /&gt;
&lt;br /&gt;
The colony is led by fraternal twins, Spicket and Widget, a human brother-sister pair that take no nonsense and are strangely good at what they do. Spicket, the brother, has the stats of a '''[[Physician]]''' (with +1 INT and rolls INT/Medicine at +10), and Widget, the fiercely protective sister, has the stats of a '''[[Hex Witch]]''' (both from ''CC,'' chapter 4, “NPCs”), though she keeps her powers a secret. They will be suspicious of the heroes at first, as they are of all adults, but CHA or INT checks of 15+ will convince them to allow the heroes access to the colony. Once in, there is a fair amount the heroes can do here. If it becomes necessary, use '''Thug''' or '''Bandit''' stats for random urchins.&lt;br /&gt;
&lt;br /&gt;
====== '''Aiding the Colony''' ======&lt;br /&gt;
If the heroes wish, they can aid the colony in a myriad of ways.&lt;br /&gt;
&lt;br /&gt;
'''Foodstuffs.''' Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony. &lt;br /&gt;
&lt;br /&gt;
'''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50 sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
'''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or [[Magic Items|magic items]] to her. Every 100 sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Goodwill Spent&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The heroes gain access to the Urchin Market, a strange, wonderful black market of “potential”  stolen goods that can fetch any number of rarities.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A stray urchin, using the Thief stats (CC, chapter 4, “NPCs”), provides a distraction for a single hero. This distraction grants TA to a single skill check or attack, or can be used for guaranteed DC 18 or lower Lockpicking, Sleight of Hand, Eavesdropping or Tracking check.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Widget makes a single hero one of her poppet dolls. This doll lets Widget keep track of that hero, and 1/Rest, they can spend 2 AP to have Widget cast [[Minor Augmentation]] on them (Core Rulebook, chapter 4, “Occult Spells”). This doll only works within Bridgemoor.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Inured to the Urchin Colony, they take the time to teach the hero their strange ways of life. One hero may take their first rank in the Thief profession.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''The Urchin Market''' ======&lt;br /&gt;
Within the colony, the heroes can find Bramblepatch, an auspicious [[Bhrunai]] 10-year old and merchant extraordinaire. If the heroes spend 2 of their Urchin Colony Goodwill, Bramblepatch will open up their store. Bramblepatch sells all basic equipment (no weapons, armor, or food) at 50% of its normal value, and has the stats of a '''[[Dwarf]] Navigator''' (''CC'', chapter 4, “NPCs”) with a +2  to their AWR. More importantly, though, Bramblepatch will offer their black market goods. When heroes open the black market, have them roll a d100. Bramblepatch will have the following available depending on the roll, which refreshes on spending Goodwill every 24 hours:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d100&lt;br /&gt;
!Item&lt;br /&gt;
|-&lt;br /&gt;
|1-14&lt;br /&gt;
|An Uncommon magic item&lt;br /&gt;
|-&lt;br /&gt;
|15-29&lt;br /&gt;
|1d6+3 spell scrolls from any school with an SPC of 25 or lower. &lt;br /&gt;
|-&lt;br /&gt;
|30-49&lt;br /&gt;
|A stray Magister or Bridge Knight Badge (200 sc cost)&lt;br /&gt;
|-&lt;br /&gt;
|50-69&lt;br /&gt;
|1d4+1 Uncommon [[Magic Items|magic items]]&lt;br /&gt;
|-&lt;br /&gt;
|70-84&lt;br /&gt;
|A Writ of Credit (150 sc)&lt;br /&gt;
|-&lt;br /&gt;
|85-99&lt;br /&gt;
|A Rare magic item&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|An Epic magic item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bramblepatch sells these items for 50% of their standard cost, except for the badges and Writ.&lt;br /&gt;
&lt;br /&gt;
'''Badge.''' If this option is rolled, these badges are reported stolen, and if used on a city official or guard there is a 50% change they will notice. This nets -2 Goodwill with that official’s organization, and the heroes may be accosted or arrested.&lt;br /&gt;
&lt;br /&gt;
'''Writ of Credit.''' Bramblepatch doesn’t know the value of the writ. On purchase, you or the adventurers roll 5d10 then multiply the result by 10 for the value (in sc) of the writ. &lt;br /&gt;
&lt;br /&gt;
====== '''Reporting the Colony''' ======&lt;br /&gt;
If players wish, they can reveal the location of the colony to city officials. The Bridge Knights, Magistrate, Meritocrats, and Trade Consortium will be interested in this information. Reporting the colony grants the heroes +3 Goodwill with that organization and removes the urchins from the event list, as most scatter. Doing this removes any Urchin Goodwill, and if an adventure possesses a poppet doll from Widget, it will explode in a purple [[mist]].&lt;br /&gt;
&lt;br /&gt;
===== '''Magical Anomaly''' =====&lt;br /&gt;
The sewers are prone to strange events from stray Arcane magics borne into its foundations to random extraplanar visitors. This can manifest in any number of ways, and the following options are provided for you, as the MythCrafter, to develop and create your own. Use any number of the below suggestions for prompts:&lt;br /&gt;
&lt;br /&gt;
'''First of Its Kind.''' Arcane auras have seeped into the various piles of refuse and trash, bestowing a strange degree of magic sentience and creating the first (or one of…) Trash Golem. &lt;br /&gt;
&lt;br /&gt;
'''The Trickster.''' Perhaps one of the worst things to encounter while wandering a sewage-ridden undercity is a fey with a chip on their shoulder. Or, even worse, a group of mischievous '''Parsors''' (''Creature Compendium).''&lt;br /&gt;
&lt;br /&gt;
'''The Sewer Knight.''' Above-bridge may be ruled by the Bridge Knights, but the sewers are the domain of Ser Bartholomew of Bridigins. Ser Bartholomew is a strangely intelligent '''[[Gretchling]]''' (''CC'', “Gretchlings”). He possesses an INT of 2 and a STR of 4, wields a Hero’s Standard (''Mythcrafter’s Guide,'' chapter 7, “Magic Item Codex”) and wears a suit of gilded plate. Bartholomew believes in righteousness, and vows to aid those deemed worthy (he is a ranking Vigilant, somehow). If poor Bartholomew is killed, his standard becomes mundane, as its powers were born only of his fervent goodness.&lt;br /&gt;
&lt;br /&gt;
===== '''Combat Encounters''' =====&lt;br /&gt;
If you roll for combat you can use the following for prepared encounters. These are suggestions, and may need adjustment depending on the strength of the party and number of players. Difficulty is based around a party of 4, with levels ranging between 4-8. &lt;br /&gt;
&lt;br /&gt;
====== '''Occult''' ======&lt;br /&gt;
From individuals chased from the city into the sewers, to mages dabbling in the profane, occult encounters are rare but are known to happen within the sewers. These encounters are '''difficult''' due to their strange natures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1 Shambling [[Grim]], 3 Skeletons&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Blood Effigy]], 2-4 [[Zombies]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Ghul]], 2 Shambling Grims, 3 Zombies&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 [[Transcendent]], 2 Bonewraiths&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|2 Churlocks, 4 Zombies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Vermin''' ======&lt;br /&gt;
Maybe the most common incursion within the sewers. Rats, spiders, and other vermin thrive in the waste-filled Underbridge.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Dire Centipedes, 4 Insect Swarms&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5 Dire Rats&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 Queen Dire Ant, 3 Warrior Dire Ant&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|7 Swarms of Rats&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4 [[Rot Bees]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Criminals and Cultists''' ======&lt;br /&gt;
Many criminals escape to and live in the Underbridge while cultists are a common inhabitant. They’ll often ambush anyone they can in the darkness in an effort to gain an upper hand.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|6 Thugs, 1 [[Rogue]], 2 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|2 Underbridge Cultists, 4 Underbridge Initiates, 1 Rogue&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|2 Fallen Bridge Knights*, 4 Bandits&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|1 Hex Witch, 3 Underbridge Cultists, 6 Thugs&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Necromancer]], 4 Skeletons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use the stats of a Bridge Knight.&lt;br /&gt;
&lt;br /&gt;
====== '''Inferno''' ======&lt;br /&gt;
Between the occasional occultist and the dabbling of the Underbridge Cult fiendish creatures of Inferno make their way into the foundations, sewing devastation and chaos.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Party Level&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 Guraxes, 1 [[Demonologist]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|1 [[Amanojaku]], 2 Slag Toads&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|1 [[Night Devil]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|2 Column Crawlers, 1 Demonologist&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|1 [[Gratchen]], 10 Corrupted Gretchlings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Corrupted Gretchlings use standard '''Gretchling''' stats, but are under the control of the fiendish Gratchen, making them hostile. &lt;br /&gt;
&lt;br /&gt;
===== '''The Rust Gate''' =====&lt;br /&gt;
A strange and mysterious section of the Underbridge, the Rust Gate lies between four central water basins beneath Westbridge. These basins are empty, and no pipes or waterways feed into them, as if intentionally designed to be separate. The gate itself is a massive constructed wrought from iron and covered in Arcane wards and runes. It is impenetrable by spells, divination, or teleportation, and physical attempts to breach it result in an equal degree of force blown back at the offender. No scholar or mage in the known history of Bridgemoor has been able to open the gate, and no one living has any clue to its purpose. &lt;br /&gt;
&lt;br /&gt;
What is known is that a low-frequency Psionic energy emanates from the gate, or whatever lies behind it. With prolonged exposure, this energy drives near anyone mad, their minds eventually lost to permanent [[insanity]]. This has led to odd gatherings about the gate: cultists, creatures, and the lost, and the occasional scholastic excursion of newly minted graduates of the Meritacratium trying to make a name for themselves.  &lt;br /&gt;
&lt;br /&gt;
====== '''Rust Gate Inhabitants''' ======&lt;br /&gt;
The gate can be used for any number of encounters. Anyone that spends more than 24 hours here, though, must make CHA checks or slowly lose their mind. Any spells or items that protect against [[Psionic Spells|Psionic spells]] will remove the need for these rolls. The DC starts at 5, then increases by 1 for each day spent within sight of the gate. The DC decreases by 1 for every 24 hours spent away from the gate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Insanity''' ======&lt;br /&gt;
Whenever an adventurer fails a CHA check by the gate, they temporarily decrease their INT by 2 and increase their AWR by 1. Should their INT drop to -4, the adventurer becomes incapable of coherent speech and their WILL defense becomes 0. They will refuse to leave the gate then, and if they remain in the gate’s presence, they will become a '''[[Hungering Shade]]''' in 1d6+1 days. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When entering the area around the gate, roll a 1d4 to see the current inhabitants.&lt;br /&gt;
&lt;br /&gt;
'''1, Cult of the Vertical Limit.''' An inane group of beggars, vagrants, and vagabonds, this cult is convinced that continuing to build upward will crush Bridgemoor under the weight and destroy the city. They’re entirely harmless, but oddly, they’re immune to effects of the Rust Gate. If a player has failed at least 1 CHA check by the gate, they may join these cultists, and also become immune to these energies, but the insanity effects become permanent. They also gain TA against resisting the effects of [[Psionic Spells|Psionic spells]], but TD against the effects of [[Divine Spells|Divine spells]].&lt;br /&gt;
&lt;br /&gt;
'''2, Scholarly Excursion.''' A group of scholars has ventured into the sewers to study the gate. They’ve been here for 1d6+1 days, and are having no luck at all while some of their members are already falling victim to the Rust Gate’s energy. If the heroes convince the scholars to leave, they gain +2 Academic Goodwill. They can do so by using the Social Combat system outlined under the “Kendartown Events” section, starting with a DC of 13, or with successful CHA checks of 18+. &lt;br /&gt;
&lt;br /&gt;
'''3, Urchin Colony.''' If you’d like, you can place the Urchin Colony from the Sewer Events here. In this case, the urchins will be immune to the effects of the gate, as if it doesn’t want to hurt the children.&lt;br /&gt;
&lt;br /&gt;
'''4, Hungering Shades.''' The result of ill-fated explorers or fools, several '''Shadows''' or '''Hungering Shades''' (CC, chapter 2) [[haunt]] the Rust Gate. Any combination of either of these creatures, totaling a Monster Level of 36 (2 Hungering Shades or several Shadows) can be found here for 7 days before they disappear. If fought, and beaten, a strange Arcane rune will appear at the foot of the Rust Gate, with a single sigil that reads: “Key”. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== '''Key Sigil''' =====&lt;br /&gt;
By all accounts, this obsidian sigil appears completely mundane except for the green rune on its surface. This has no use in Bridgemoor, but can see use within the Great Chasm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Westbridge ===&lt;br /&gt;
From the Fortress of Merit to the western tollgate, Westbridge is home to those that settled from Nalathesh and [[Lesmishan]]. Westbridge acts as home to the city’s lower classes: minors, laborers, and those without the spare coin to afford higher education. It’s also home to the temple district, itself containing the Temple of Vigil, Order of the Darkscourage, and House of Alms. The northwestern residential block is the closest Bridgemoor gets to a slum, short of folk retreating to the Underbridge. &lt;br /&gt;
&lt;br /&gt;
==== '''Temple District''' ====&lt;br /&gt;
Bridgemoor considers itself a secular state, but it allows for its citizens to pursue religious endeavors as they will. Most, if not all the centers of religion, are centered in Westbridge, as one of the less wealthy districts there is a wealth of charitable opportunities and individuals to recruit into the various faiths. &lt;br /&gt;
&lt;br /&gt;
Smaller than any major city district, this one consists of four compounds that all face a large, public square, where more religious inclined merchants, denizens, and organizations set up during day-time hours. &lt;br /&gt;
&lt;br /&gt;
===== '''Temple District Locations''' =====&lt;br /&gt;
&lt;br /&gt;
====== '''Temple of Vigil''' ======&lt;br /&gt;
The Moorian Temple of Vigil is less militant than many of its kind. Due to its contract with the city, Vigil paladins and other warriors are given less creedence to operate within the city walls, making this construction a more serious place of worship. The temple itself is a white-stone construct, four stories tall and has a slew of support buildings for local [[clergy]] and worship shrines for Celestials and Avatars. It keeps a modest wealth, not nearly as well funded as other Vigilant centers, but perhaps more earnest in spirit. &lt;br /&gt;
&lt;br /&gt;
This temple is run by Saphira Barrowghast, a middle-aged dwarven woman with fiery red hair and a sunny, friendly disposition, much in contrast to her brother, Dagan. Saphira has the stats of a '''[[War Priest]]''' (''CC'', chapter 4, “NPCS”), and is always willing to help those who help others. She has a dozen or so '''Clergy''' that she manages throughout the temple, but no real warriors besides herself. &lt;br /&gt;
&lt;br /&gt;
Here, adventurers can liaison with the more benevolent forces of the divine. If they possess +5 Religious Goodwill in Bridgemoor, they can rest safely at the temple for free. Otherwise, Saphira will allow an adventurer to join the ranks of the Vigilant. There are no requirements for service. On joining, an adventurer will feel a divine influence about their person and can begin to accrue Vigilant Goodwill. &lt;br /&gt;
&lt;br /&gt;
====== '''Gaining and Losing Vigilant Goodwill''' ======&lt;br /&gt;
This Goodwill is earned even if there is no one around to witness the act.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Protect an innocent from harm.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Aid another Vigilant in their duties.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Donate at least 500 sc to a Temple of Vigil. This only works once every 7 days, a maximum of 3 Goodwill earned this way.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Purge a corrupted Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Free an individual from wrongful imprisonment, bondage, or slavery&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Knowingly harm an innocent.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Assault another righteous Vigilant.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Commit an immoral crime.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Take advantage of the weak.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If an adventurer loses 10 Vigilant Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes can also &amp;quot;spend&amp;quot; their Goodwill with the Temple of Vigil in exchange for favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A hero may cast [[Minor Blessing]] one time. This costs no SP when cast in this way.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may gain +1 Goodwill with any occupation except for Vigilant. This can only raise Goodwill as high as +5.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A hero may cast [[Heroism]] one time. This costs no SP when cast in this way.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|One hero may take their first rank in the Clergy profession.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Clergy profession. This cannot advance Clergy beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can also purchase Divine spell scrolls from the temple so long as they possesses at least +5 Religious Goodwill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Scroll Sales''' ======&lt;br /&gt;
The temple possesses 1d10+5 scrolls at any time. These scrolls refresh every 15 days and can be any Divine spell of an SPC cost of 15 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, the temple will have 1d8 extra scrolls of an SPC cost of 25 or less.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== '''Order of the Darkscourge''' =====&lt;br /&gt;
A purely militant compound, the order has managed to convince Bridgemoor to allow it to operate within its walls, if only by the grace of Governor Arinwin. The Bridge Knights are vocal opponents of the order, and it possesses little to no authority, only allowed to act as independent mercenary guards for those that seek out its services—meaning order members cannot [[intervene]] in violent confrontation, lest they suffer legal consequences. Still, the order persists, if mostly for their interest in snuffing out the Underbridge Cult and other occultic activities in the surrounding areas. &lt;br /&gt;
&lt;br /&gt;
The Darkscourge compound is a small fortress that consists of half a dozen buildings encircled by moderately-tall stone walls: dorms, stables, training halls, armories, and offices, and makes its home in the temple district due to its history of working with religious institutions. It supports only 30 active militant members at a time—as Bridgemoor limits its active presence—consisting of 3 '''Paladins''', 5 '''Knight Errants''', 15 '''Knights''', and 7 '''Squires''' (CC, “NPCs).&lt;br /&gt;
&lt;br /&gt;
The ranking chapter member is Sera Nessacourias Elian, an elven [[Paladin]] of an iron will and a fervent adherence to her beliefs. She has incurred several fines levied from the Magistrate due to illegal interference, but refuses to budge on her stances, making her rather popular with the Westbridge locals. Players can speak to Nessacourias to join the Darkscourge.&lt;br /&gt;
&lt;br /&gt;
====== '''Joining the Order''' ======&lt;br /&gt;
To become a squire within the order, an adventurer must first pay dues of 500 sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values.&lt;br /&gt;
&lt;br /&gt;
Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request [[sanctuary]] there if they are in danger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Darkscourge Vow''' ======&lt;br /&gt;
“From this day, upon my life, I pledge my sword, my soul, my worth, to seek out those that spread the vile curse of chaos and will see their misdeeds brought to an end. I will be the beacon in the night, the [[terror]] of ill intent, forever and for always, I will be the scourge of the dark.”&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Gaining and Losing Darkscourge Goodwill''' ======&lt;br /&gt;
This Goodwill requires at least one witness to the act, or for the deeds to be reported to an order member.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gain&lt;br /&gt;
!Action&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Dispatch a group of cultists, occult creatures or fiends (or related monster) of an ML of at least the hero’s level.&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
|Discover and report a previously unknown cultist cell or plot to an order compound. &lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
|Dispatch a cultist cell operating in a civilized region.&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
|Find and discard of dangerous occult knowledge.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Prevent the execution or capture of a cultist or related creature.&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Lose in combat against a group of cultists or related creatures.&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Fail to prevent a cultist plot in a local region.&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Fight against or hinder the Order of the Darkscourge. &lt;br /&gt;
|}&lt;br /&gt;
If an adventurer loses 10 Darkscourge Goodwill they are expelled from its ranks.&lt;br /&gt;
&lt;br /&gt;
Heroes may also spend Darkscourge Goodwill to gain favors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Favor&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Requisition a [[War Horse]].&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a  Guardian’s or Sunburst [[Shield]] (Mythcraft Compendium, chapter 7, “Magic Item Codex”).&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gain a magic weapon (any) that bestows +1 to attacks and damage with an essence cost of 5.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|One hero may advance to the next rank of the Knight profession. This cannot advance Knight beyond rank 3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''House of Alms''' ====&lt;br /&gt;
One of the few institutions of charity within Bridgemoor, the House of Alms accepts donations to help feed, house, and cloth the needy, and sees to the care of Moorian orphans and destitute. The House also acts as the largest hospital in the city. It receives several thousand sc in funding from the Meritocratic Senate and Trade Consortium, but is often overwhelmed with those beseeching aid. Unfortunately, nepotism runs rife here as it does elsewhere within the city, with the power and wealthy seen before those less fortunate.&lt;br /&gt;
&lt;br /&gt;
The House of Alms is run by Sorrowstone, an elder Bhrunai of immense patience and empathy. Sorrowstone has dedicated much of his life to caring for the sick and can be seen among the ranks of his physicians and healers, helping where he can despite his aging hands. &lt;br /&gt;
&lt;br /&gt;
Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves.&lt;br /&gt;
&lt;br /&gt;
'''Donations.''' Heroes can donate rations or meals, money, or medicine. For every 250 sc in value they donate they receive +1 Goodwill with Bridgemoor Commoners (+5 at most).&lt;br /&gt;
&lt;br /&gt;
'''Healing.''' The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs 20 sc per level of rarity, and the adventurer is healed after 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Work.''' The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll:&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 13 results in being more a nuisance than anything. The adventurer receives no pay in this case, and loses 1 Aristocratic Goodwill or Goodwill with Bridgemoor Commoners (or both). If this result occurs more than 3 times within a 7 day period, the House of Alms will ask the adventurer to kindly stop helping.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer is of great help and earns a salary of 25 sc + 25 sc per rank of Physician they possess. If choosing to work for free, the adventurer earns +1 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer proves their worth to their fellows and earns a salary of 75 sc + 25 per rank of Physician they possess. If choosing to work for free, the adventurer earns +2 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer outshines even the regular house physicians and earns a salary of 150 sc + 50 per rank of Physician they possess. If choosing to work for free, the adventurer earns +3 House of Alms Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as 500 sc per 7 day period. If an adventurer earns at least 5 Goodwill with the house, they make their first rank in the Physician profession. They may increase their Physician rank by 1 for every 15 Goodwill they earn after that, to a maximum rank of 3. &lt;br /&gt;
&lt;br /&gt;
'''Shrineyard.''' The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors. &lt;br /&gt;
&lt;br /&gt;
==== '''Western Markets''' ====&lt;br /&gt;
'''''Read Aloud:''''' ''From the western districts one is always subject to the rolling call of hammers on iron, to the rabble of sales and the dulcet tones of commoners’ celebrations. Wit and whimsy rule these markets, perhaps more jovial than elsewhere within Bridgemoor. While less grand in stature, the buildings here a muted yellow, matte, with less gilded exteriors, Westbridge boasts an earnest sincerity, one that comes with the wonderful scents of freshly baked bread and strong teas brewed for a work-weary day.''&lt;br /&gt;
&lt;br /&gt;
The Western Markets are a practical exchange, geared toward commoners and materials, things that the average citizen can use in their daily lives. Many Eastbridgers will take a day trip to the western stalls to load up on essential goods, leading to weekly sales to [[entice]] bulk purchases. Adventurers won’t find much in the way of luxury or special goods here, but any goods made from metal materials can be purchased for a 20% discount, and as salt and spices are a common import here, rations and meals are also sold at 30% less. &lt;br /&gt;
&lt;br /&gt;
These markets are less prone to Bridge Knight patrols and given less attention by magistrate officials. They get by with only monthly inspections to check writs of sales, catalog goods, and to levy a 3% sales tax on profitable merchants for every 30 days of income. Theft and less scrupulous behavior occurs more often in Westbridge than in other districts, but it is still not considered to be rampant.   &lt;br /&gt;
&lt;br /&gt;
===== '''Westbridge Markets Events''' =====&lt;br /&gt;
The following are events that can occur within the markets. Combat encounters are rare here, as Darkscourge members and Bridge Knights are never too far from trouble. Combats of less than four rounds can escape notice, so long as no civilians report it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Enterprising Urchin&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A Grand Opportunity&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Flash Sale&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Skirmish!&lt;br /&gt;
|}&lt;br /&gt;
'''Enterprising Urchin.''' A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for 25 sc or more, or convince them to let the urchin go with either a social combat (starting at a DC of 12), or CHA checks of 15+. If this route is taken, the adventurers gain +1 Underworld Goodwill (and +1 Urchin Colony Goodwill), and the urchin may reveal the existence of the sewer colony as thanks.&lt;br /&gt;
&lt;br /&gt;
Adventurers can also report the urchin and turn them over to authorities, earning  +1 Mercantile and Militant Goodwill. &lt;br /&gt;
&lt;br /&gt;
'''A Grand Opportunity.''' Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half (500 sc) for a 15% stake in the merchant’s business, or all of the taxes (1,000 sc) for 25%. This earns the players a stipend of 75 sc (15%) or 125 sc (25%) every 7 days, so long as they remain in Bridgemoor to collect. &lt;br /&gt;
&lt;br /&gt;
The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of 250 sc. They can also convince the magister with an appropriate DC 18+ CHA or INT check. Threats of violence or intimidation will result in the magister calling for their guards. Succeeding this route grants the heroes +1 Mercantile and Militant Goodwill.&lt;br /&gt;
&lt;br /&gt;
'''Flash Sale.''' The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours.&lt;br /&gt;
&lt;br /&gt;
'''Skirmish.''' The Underbridge Cult is attacking the market, smashing stalls, stealing goods, and wrecking devastation. If this event occurs, see the accompanying Skirmish Encounter table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Encounter&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|1 Underbridge Cultist, 1d4+2 Underbridge Initiates&lt;br /&gt;
|-&lt;br /&gt;
|Difficult&lt;br /&gt;
|1d4 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 1 [[Gurax]]&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|1d4+1 Underbridge Cultist, 1d4+2 Underbridge Initiates, and 2 Guraxes or 1 [[Bonewraith]]&lt;br /&gt;
|}&lt;br /&gt;
You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous.&lt;br /&gt;
&lt;br /&gt;
Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 50 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Social and Bridge Knight Goodwill, or +2 for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage. &lt;br /&gt;
&lt;br /&gt;
Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test.&lt;br /&gt;
&lt;br /&gt;
===== '''Westbridge Market Locations''' =====&lt;br /&gt;
&lt;br /&gt;
====== '''The Grove''' ======&lt;br /&gt;
Home to a simple conclave of [[Primal]] mages, The Grove sits apart from the markets while being at its very center. Surrounded by stone walls lined with vines and greenery, the mages here receive a regular stipend from the Meritocratic Senate to upkeep the Courtyard Gardens and to seed the city with greenery, interrupting the yellow, brownish make of the bridge. The mages care little for city politics and foster a policy of noninterference, concerned only bringing a bit of nature to Bridgemoor and the chasm below.&lt;br /&gt;
&lt;br /&gt;
The Grove is run by Gaspard Greenwright, a human druid with sharp, severe features and a calm disposition. He has the stats of a '''[[Druid (Greater)]]''' (CC, chapter 4, “NPCs”).&lt;br /&gt;
&lt;br /&gt;
There’s not much to be found at the grove for adventurers except for Primal components and scrolls, that of which the grove will sell so long as the heroes possess at least +5 Social Goodwill. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
====== '''Scroll Sales''' ======&lt;br /&gt;
The Grove possesses 1d4+3 scrolls at any time. These scrolls refresh every 7 days and can be any Primal spell of an SPC cost of 10 or less. Whenever you roll to refresh scrolls, you or your players can roll a d100. If the result is 50 or higher, The Grove will have 1d4 extra scrolls of an SPC cost of 30 or less.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== '''Chasm Forge''' ======&lt;br /&gt;
The Chasm Forge is a massive metal working facility home to Bridgemoor’s most successful, and essential, industry. Here, smiths work around the clock to produce common metal goods, armor, and weapons. Combined with regular shipments from the chasm-based mines, the forge allows Bridgemoor to be self-reliant for its own defense, able to outpace most nations in equipping its soldiers with superior goods.&lt;br /&gt;
&lt;br /&gt;
Citizens can purchase weapons and armor directly from the forge, an honor only available to non-citizens with express permission from a Meritocrat. Equipment purchased here is done so at its base base cost, but is of superior quality. Weapons, even though they are mundane, grant a +1 bonus to attacks, and armor reduces speed by 5 ft. less and has its minimum STR requirement lowered by 1. Shields (except for tower, which possess the armor benefit) gain +1 to their Physical [[Resistance]].&lt;br /&gt;
&lt;br /&gt;
Adventurers may purchase a space to rent at the forge to create their own equipment. This costs 25cr per day used and allows the creation of superior quality equipment. While using the optional crafting rules (''Core Rulebook'', chapter 7, “Complete List of Skills), assuming the cost of the relative item is increased by 20% when creating a superior item.&lt;br /&gt;
&lt;br /&gt;
=== Nalatown ===&lt;br /&gt;
'''''Read Aloud:''''' ''Poised at the end of the sand-ridden western roads, Nalatown is beset by dust storms and miners in heavy clothing, most of its inhabitants possessing face masks of one sort of another. The buildings here are built in an adobe style, dry, with flat roofs, red with clay mined from the chasm cliffs. In the north, a small Bronzeguard outpost sits out of place amidst Moorian culture, and to the south, a series of lively markets fills the space enroute to the great lifts of Bridgemoor, and more than one militant compound.''&lt;br /&gt;
&lt;br /&gt;
Nalatown is one of Bridgemoor’s two border towns and is significantly more productive than its eastern cousin. Home to the chasm mines, Nalatown houses the only guard barracks outside of the city walls, much more militant in its governance than anywhere within Bridgemoor. Non-citizens are allowed to purchase land and own homes here, making it a desirable prospect, so close to jobs and the city gates, despite the more totalitarian enforcement. Many traders in Nalathesh will do business in the materials market and be on their way, letting those with passage writs deal with the inner marketplaces.&lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Locations''' ====&lt;br /&gt;
'''Bronzeguard Outpost.''' Situated on the northern side of the tollgate, Nalathesh manages and operates a small barracks of Bronzeguard with special dispensation from the Meritocrat Senate. There are only ever a few dozen or so of the guard stationed here, and they are forbidden in engaging in any action outside of Nalathesh disputes. Still, they run the local roads, handling bandits and farther afield problems, as Bridge Knights rarely possess mounted scouts to handle ranging patrols.  &lt;br /&gt;
&lt;br /&gt;
The outpost is run by Enkidu Injaka, a human Bronzeguard and expert cavalier. Enkidu is a scared veteran, stocky and short, but a warrior of great renown. He is ultimately loyal to the [[Godking]], but has a friendly relationship with the Bridge Knights, more diplomatic than most in his position. He has the stats of a '''Knight Errant''' (CC, chapter 4, “NPCs”) and rides a '''[[Dracanis]]''' (CC, chapter 2). &lt;br /&gt;
&lt;br /&gt;
Adventurers can also report to their superiors, or even join the Bronzeguard here. See “Joining the Bronzeguard” under the Nalathesh location entry.&lt;br /&gt;
&lt;br /&gt;
'''Redcliff Lifts.''' Down a series of wooden scaffolding structures lies the great elevators of Nalatown, two massive constructions fueled by a combination of Arcane prowess and advanced Moorian technology. The lifts each consist of a 20 by 20 ft. platform, constructed from metal, joints and all, that are controlled from a series of nearby levers. These levers activate a corresponding series of enchantments that can raise and lower the lifts, which are capable of sustaining several dozen tons at a time. Both the top and bottom landings are connected to a series of mining tracks that ferry materials from the Chasm Mines to Bridgemoor. In all, the lifts cover 100 ft. of height. &lt;br /&gt;
&lt;br /&gt;
'''Chasm Mines.''' A spiraling complex of mine shafts, tracks, and caves, the Chasm Mines are built into the side of the red rock cliffs of the Great Chasm, housing hundreds of workers as they dig deep for ore, precious stones, and mystical Avadrium. The mines are a carefully controlled hierarchy of officials appointed by the Minerals Board of the Meritocrat Senate and take their jobs seriously, painstakingly counting every ounce of material liberated from the earth. Most of the miners either live in Nalatown or the Northwestern block of Westbridge and tend to be uneducated laborers, though the most responsible among them rise to be forman, eventually buying their way to citizenship. &lt;br /&gt;
&lt;br /&gt;
The Bridge Knights keep a tight and close eye on the operations, going so far as to run daily patrols around the mine’s exterior. While undoubtedly they do this to prevent theft or malfeasance, practicing vigilance so close to the chasm is necessary—as one never knows what might crawl its way out of the depths. Only the most secure Bridge Knights are authorized to watch the mines, as there are thousands of sc worth of material carted to the surface daily, and the temptation can be too much for some.&lt;br /&gt;
&lt;br /&gt;
'''Karak’s Compound.''' The Bridge Knights of Nalatown are a militant bunch, acting as both enforcement and as magistrates in their fervor. As the bordertown is outside the city walls it lies beyond the jurisdiction of the Magister Superior, granting Karak Tenix, the local Knight-Captain, a rare degree of power. Karak is an uncompromising [[Hondu]]; tall, thick, with black, scarred fur and one eye, he is one of Ser Blacksky’s most fervent supporters and has a tendency to close his fist around the weak. He has the stats of a '''[[Bandit Captain]]''' (''CC,'' chapter 4, “NPCs”) only he has a STR of 4, wears a set of field plate, and possesses a [[Flametouched Longsword]] (''Mythcrafter’s Guide'', chapter 7, “Magic Item Codex”), making him a brutal opponent.&lt;br /&gt;
&lt;br /&gt;
The compound possesses its own walls and is set up like a small fort, complete with a barracks, armory, and granary. It acts as the seat of power in Nalatown, with Karak assuming his position as a local “governor”, employing anywhere between 50 to 60 Bridge Knights in its regular garrison. While Karak can be abusive in his power, he does retain order, and does not actively harass locals—so long as they stay in line, and ensures that mercantile traffic is well protected.&lt;br /&gt;
&lt;br /&gt;
'''Materials Market.''' The small markets of Nalatown are efficient and lack variety, focusing on the daily needs of the locals with foodstuffs, textiles, and household necessities. Yet, with its proximity to the mines, this market is brimming with raw ores and gems, making it a source of potential excitement to local merchants. Common ores and gems can always be found here, and are purchased at a 30% discount. &lt;br /&gt;
&lt;br /&gt;
==== '''Nalatown Events''' ====&lt;br /&gt;
The Materials Market acts as the center of commerce and community in Nalatown, and several events often occur within, from the occasional impromptu bardic show to planned festivals, making it a place of joy and celebration. While wandering the area, adventurers may stumble across one such random event:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d4&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Avadrium&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An Abuse of Power&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Celebration&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A Tad Bit Unhinged&lt;br /&gt;
|}&lt;br /&gt;
'''Avadrium.''' Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every 1 sc of the material costs 5 sc to purchase). For this event, you can have multiple merchants bidding for the supply, or give the heroes first dibs. Either way, if the exchange is not resolved within 30 minutes, a patrol of 1d6+2 Bridge Knights will show up to apprehend the Avadrium.&lt;br /&gt;
&lt;br /&gt;
Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium.&lt;br /&gt;
&lt;br /&gt;
'''An Abuse of Power.''' A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least 100 sc, then they’ll be taking a trip to the Bridgekeep Cells. Heroes can ignore this and move along with no consequence. Otherwise, they can convince the Bridge Knights to sod off with a social combat (starting DC of 15) or with CHA checks of 18+. This is also one of the few locations where combat with Bridge Knights does not result in reinforcements or immediate apprehension, as Nalatown operates apart from the city. Adventurers can also simply pay off the extorted amount.&lt;br /&gt;
&lt;br /&gt;
Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5.&lt;br /&gt;
&lt;br /&gt;
'''Celebration.''' The adventurers stumble upon a local celebration! Music, stories, and jovial festivities reign over the day, along with a dance circle for those more physically inclined. If the heroes spend 4 hours participating in the celebration, they count as having finished Taking a Rest, and make choose a single attribute. That attribute gains a temporary +1 for the next 24 hours. If they’d like to contribute, the heroes can roll DEX, AWR, INT, or CHA checks to perform, tell stories, or otherwise engage with the people. They earn their roll x2 in sc in prizes and raw currency.&lt;br /&gt;
&lt;br /&gt;
'''A Tad Bit Unhinged.''' Preaching on the arrogance of Bridgemoor to build such tall buildings on so finite a space, a member of the Cult of the Vertical Limit is accosting anyone that crosses their path. In general, this cultist is harmless, and is more than a little insane, though a DC 18+ AWR/Perceiving will reveal that there’s something under that madness. If spoken to, adventurers may make DC 18+ INT or CHA checks to convince the cultist of their worthiness, insisting they are against such tall structures. If successful, the cultist will reveal the location of the Rust Gate, and inform the players that “the great gate awards those that cast away the shadows”. &lt;br /&gt;
&lt;br /&gt;
If an adventurer is a part of the cult, the cultist will connect with them instantly, and insist on accompanying them as a companion. The cultist has the stats of a '''Charlatan''' (''CC,'' chapter 4, “NPCs”) and will disappear after 24 hours. During this time, the cultist will sacrifice their life for that adventurer if the opportunity arises, but bestows TD on any social interaction, as they won’t stop preaching on the horrors of vertical construction. &lt;br /&gt;
&lt;br /&gt;
If the heroes possess the “key” runestone, the cultist will lose their mind, blathering on about the eyes in the dark ad nauseam.&lt;br /&gt;
&lt;br /&gt;
=== City-wide Locations ===&lt;br /&gt;
Bridgemoor is a wide and expansive city. The areas above give context and details, but adventurers can come across any number of institutions, shops, or organizations while traveling the bridge. Some such locations don’t belong to a single district and are detailed below. &lt;br /&gt;
&lt;br /&gt;
==== '''Bridgeroad''' ====&lt;br /&gt;
Named as it is the main means of travel across the bridge, Bridgeroad is a single stretch of uninterrupted travel through the center of the bridge. This road takes 8 hours to traverse from one side to the other, and is heavily patrolled by Bridge Knights and magistrates, and traveled by constant throngs of traffic: merchants, travelers, citizens, and their mounts alike. &lt;br /&gt;
&lt;br /&gt;
==== '''Inns''' ====&lt;br /&gt;
Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network.&lt;br /&gt;
&lt;br /&gt;
Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running 60 sc a night, able to house eight individuals comfortably.&lt;br /&gt;
&lt;br /&gt;
'''Theft.''' Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table.&lt;br /&gt;
&lt;br /&gt;
'''Whisper Network.''' Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks.&lt;br /&gt;
&lt;br /&gt;
Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a 500 sc restitution fee to another informant. Prices and available information can be found on the Whisper Network table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cost&lt;br /&gt;
!Information&lt;br /&gt;
|-&lt;br /&gt;
|10 sc&lt;br /&gt;
|Location of a single area or item. Reduces travel time by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|50 sc&lt;br /&gt;
|Rumor or hint pertaining to a quest or event (planned or random). &lt;br /&gt;
|-&lt;br /&gt;
|100 sc&lt;br /&gt;
|Dossier or location of any non-major NPC. Grants TA on social interactions with that NPC for the first 3 checks made.&lt;br /&gt;
|-&lt;br /&gt;
|250 sc&lt;br /&gt;
|Dossier on major NPC. This can reveal minor secrets, pressure points, or motivations, but no major event or campaign altering information.&lt;br /&gt;
|}&lt;br /&gt;
'''Who Runs the Network?''' While no agent would ever reveal this, simply because they don’t know, the true master of the Whisper Network is a shadowy figure known as Mort Ironheart. Nobody knows much about this individual; even the highest-level informants know little beyond that he is a dwarf and is a criminal mastermind.&lt;br /&gt;
&lt;br /&gt;
'''Performing.''' It’s inevitable for adventurers to want to earn a little extra coin. If an adventurer spends 4 hours performing at an inn, they can roll a CHA/Entertaining or an INT/Instrument to net themselves a bit of extra income and Goodwill. They may only perform once every other day.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of Less Than 13'''&lt;br /&gt;
&lt;br /&gt;
Rolling below a 13 is a flop of a performance.&lt;br /&gt;
&lt;br /&gt;
The adventurer is booed or jeered off stage and loses 1 Social Goodwill. If this occurs 3 times within a 7 day period, the adventurer gains a reputation as a local terror, and will receive TD on such rolls in inns for the next 90 days. Also, their feelings will surely be hurt.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 13'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a passable show and earns 10 sc + 10 sc per rank of [[Entertainer]] they possess. This (and all other positive checks) can be used in addition to the weekly gain of a performance based Entertainer.&lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 18'''&lt;br /&gt;
&lt;br /&gt;
The adventurer puts on a great show and earns 20 sc + 15 sc per rank of Entertainer they possess. &lt;br /&gt;
&lt;br /&gt;
'''Skill Check of 25+'''&lt;br /&gt;
&lt;br /&gt;
The adventurer astounds and amazings, earning 40 sc + 20 sc per rank of Entertainer they possess. They also gain +1 Social Goodwill.&lt;br /&gt;
&lt;br /&gt;
An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3.&lt;br /&gt;
&lt;br /&gt;
==== '''Toll Stations''' ====&lt;br /&gt;
Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs 5 sc to pass through a toll station, and there are four such stations that are inevitable on Bridgeroad, meaning it costs 60 sc to simply travel through one tollgate to another. &lt;br /&gt;
&lt;br /&gt;
==== '''Moor Blocks''' ====&lt;br /&gt;
City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy.&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dryad&amp;diff=13310</id>
		<title>Dryad</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dryad&amp;diff=13310"/>
		<updated>2025-07-03T05:08:50Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Forest spirits that dwell within trees, [[Dryads]] take the form of humanoids made out of leaves, pollen, and flower petals. They tend to be elusive and may not emerge from their trees at all in the presence of humanoids unless those humanoids have provided demonstrable evidence that they are not hostile towards nature.&lt;br /&gt;
&lt;br /&gt;
Dryads can be invaluable allies, serving as guides through rugged wilderness and helping creatures to find food and shelter. They can also be malicious enemies; while they will generally avoid direct [[combat]], they can easily present themselves as friendly and mislead creatures until they are utterly lost in an unforgiving wild.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Dryad ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Fae Plant''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 30&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Radiant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft (Hover)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (INT) Nature +5; (AWR) Foraging +7, Sheltering +7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Tree Spirit.''' The Dryad is bonded to one particular tree in the forest. When a Dryad Takes a Rest, it must touch a tree; it magically enters the tree for the duration of the rest. It must Take a Rest in the specific tree to which it is bonded at least once every week or it dies. If this tree is chopped down or otherwise killed, then the Dryad dies.&lt;br /&gt;
'''Fae Magic.''' Using CHA, the Dryad can cast the [[Photosynthesis]], [[Predict Weather]], [[Rapid Growth]], and [[Warden’s Navigation]] [[Primal]] Invocations each 1/Rest.&lt;br /&gt;
&lt;br /&gt;
'''Primal Magic.''' Using CHA, the Dryad can cast the following [[Primal Spells|primal spells]] innately at will: [[Bloom]], [[Bountiful Joy]], [[Ensnaring Root]], [[Foreboding Menace]]. It can also cast the [[Nature’s Bounty]] Primal Spell 1/Rest.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Dryad can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Dryad can move up to its speed and is unhindered by any natural foliage.&lt;br /&gt;
'''[[Briar Whip]].''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d8+2) sharp, and the Dryad can move the creature 10 ft in a direction of her choice if it is Large or smaller.&lt;br /&gt;
&lt;br /&gt;
'''Fae Charms.''' The Dryad can cast one of its spells.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Saltwater_Crocodile&amp;diff=13309</id>
		<title>Saltwater Crocodile</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Saltwater_Crocodile&amp;diff=13309"/>
		<updated>2025-07-03T04:36:50Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Crocodilians are large lizards that dwell in swamps and similar environments that offer a mixture of both water to hide in and land for its prey to live on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Saltwater Crocodile ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Beast''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!1&lt;br /&gt;
!4&lt;br /&gt;
!4&lt;br /&gt;
!-3&lt;br /&gt;
!-3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 11&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 60&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Swim 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +6; (INT) Disguising +6, Evading +6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Natural Disguise.''' The Saltwater Crocodile does not need tools to make INT/Disguising checks. It can disguise itself as scummy, barnacle-covered rocks and detritus typical of coastlines.&lt;br /&gt;
'''Ambush Predator.''' The Saltwater Crocodile gains +8 on [[Initiative]] rolls. On the first round of [[combat]], the Saltwater Crocodile targets a creature’s ANT instead of their AR. If it hits a creature that has not acted yet in combat, it counts as a crit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Saltwater Crocodile can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Saltwater Crocodile can move up to its speed.&lt;br /&gt;
'''Bite.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 8 (1d8+4) sharp, and the creature is Grappled if it is Large or smaller.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Saltwater Crocodile can '''MOVE''' and take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Death Roll.''' The Saltwater Crocodile deals 13 (2d8+4) sharp [[damage]] to a creature that it has grappled. That creature is Sickened and Staggered until the start of the Saltwater Crocodile’s next turn.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mortanimus&amp;diff=13308</id>
		<title>Mortanimus</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mortanimus&amp;diff=13308"/>
		<updated>2025-07-02T10:46:13Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Druids and [[primal]] witches often live dozens or even hundreds of years longer than others of their species, but even they die eventually. When a primal spellcaster of great power dies, its soul might manifest as a Mortanimus. These are enormous, ethereal spirits that often take the form of an animal that most closely represents the beliefs or personality of the deceased creature. These spirits are generally reserved, but benevolent. They rarely involve themselves in mortal affairs, but can make terrifying adversaries if provoked to action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mortanimus ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 40''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge (Tall). [[Undead]], Humanoid (Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
!4&lt;br /&gt;
!12&lt;br /&gt;
!10&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 22&lt;br /&gt;
!Ant: 20&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 15&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 20 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Primal 5, [[Psionic]] 10, [[Occult]] 10 '''Immune''' Nonmagical [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 550&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Arcane]] 1, [[Divine]] 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 50 ft, Fly 50 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 300 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Invisible, Iron Will, Steel Mind, Unerring Mind, Vigilant, Regen 10&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ancient Wisdom.''' The Mortanimus automatically succeeds any Survival skill check besides Sneaking.&lt;br /&gt;
'''Ethereal Limit.''' The Mortanimus deactivates its Ethereal and Invisible traits when it deals [[damage]].&lt;br /&gt;
&lt;br /&gt;
'''Supreme Invocationist (6/Rest).''' The Mortanimus can cast any primal invocation in half the time it normally takes.&lt;br /&gt;
&lt;br /&gt;
'''Primal Chants.''' Using AWR, the Mortanimus can cast [[Poison Spores]] and [[Foreboding Menace]] each at their highest Primal Tier.&lt;br /&gt;
&lt;br /&gt;
'''Primal Master.''' Using AWR, the Mortanimus can cast the following primal chants and spells. It has 150 SP/Rest. [[Animal Bond]], [[Animate Plants]], [[Avianism]], [[Bloom]], [[Commune with Beast]], [[Crawling Vine]], [[Creeping Fear]], [[Ecstasy]], [[Gust]], [[Mists of the Everwilds]], [[Nature’s Bounty]], [[Nature’s Remedies]], [[Nighteye]], [[Padfoot]], [[Piscism]], [[Polymorph]], [[Summon Beast]], [[Summon Elemental]], [[Summon Fae]], [[Summon Monster]], [[Wall of Briars]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mortanimus can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mortanimus can move up to its speed.&lt;br /&gt;
'''Spirit Emissary.''' The Mortanimus can activate or deactivate its Ethereal and/or Invisible traits.&lt;br /&gt;
&lt;br /&gt;
'''Cudgel.''' ''Reach 15 ft, One-Handed Weapon.'' +9 vs AR. '''Hit:''' 16 (2d6+9) blunt.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' The Mortanimus casts one of its primal chants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mortanimus can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mortanimus can move up to its speed.&lt;br /&gt;
'''Spirit Emissary.''' The Mortanimus can activate or deactivate its Ethereal and/or Invisible traits.&lt;br /&gt;
&lt;br /&gt;
'''Cudgel.''' ''Reach 15 ft, One-Handed Weapon.'' +9 vs AR. '''Hit:''' 16 (2d6+9) blunt.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' The Mortanimus casts one of its primal chants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Slam.''' ''10 ft Radius Natural Weapon''. +9 vs FORT of each creature within the radius. '''Hit''': 16 (2d6+9) blunt and the creature falls prone.&lt;br /&gt;
'''Drink of the Earth.''' If the Mortanimus is standing directly on vegetation or soil, it regains 13 (2d12) HP; it repeats this ability at the start of its next turn for free, without spending an action to do so.&lt;br /&gt;
&lt;br /&gt;
'''Spell.''' The Mortanimus can cast one of its spells that costs fewer than 30 SP.&lt;br /&gt;
&lt;br /&gt;
'''Wild Shape (Recharge 6).''' The Mortanimus shapeshifts into the form of any Beast of ML 15 or lower. It gains the beast’s stats. When it runs out of HP as the beast, it reverts to its original form, taking any remaining damage.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mortanimus can take '''TWO''' of the following actions, or take the same action '''twice'''.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Drink of the Earth.''' If the Mortanimus is standing directly on vegetation or soil, it regains 13 (2d12) HP; it repeats this ability at the start of its next turn for free, without spending an action to do so.&lt;br /&gt;
'''Spell.''' The Mortanimus can cast one of its spells that costs fewer than 30 SP.&lt;br /&gt;
&lt;br /&gt;
'''Wild Shape (Recharge 6).''' The Mortanimus shapeshifts into the form of any Beast of ML 15 or lower. It gains the beast’s stats. When it runs out of HP as the beast, it reverts to its original form, taking any remaining damage.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mortanimus can take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spell.''' The Mortanimus can cast one of its spells that costs 30 or more SP.&lt;br /&gt;
'''Summon Woodland Spirits (Recharge 6).''' The Mortanimus summons 3d4 beasts of ML 4 or lower.&lt;br /&gt;
&lt;br /&gt;
'''Summon Verdant Wrath (1/Recoup).''' The Mortanimus takes 26 (4d12) damage and summons 2 [[Arboreans]] (each can be [[Birch Arborean|Birch]], [[Oak Arborean|Oak]], [[Pine Arborean|Pine]], or [[Willow Arborean|Willow]]). It can only use this ability when it is Bloodied.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Engaging Exploit (1/Round).''' When a creature attempts to move out of reach of the Mortanimus’s cudgel, it can make a reactive cudgel attack. If it hits, the creature falls prone and cannot move for the remainder of its turn.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Churlock&amp;diff=13306</id>
		<title>Churlock</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Churlock&amp;diff=13306"/>
		<updated>2025-06-30T18:33:19Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fiends of Melaneth&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Melaneth is a domain of pitch darkness. At its heart, the city of Durlossoth eclipses all else. Darkness forever shrouds the ancient stone structures that cluster together in a chaotic mess of twisted alleyways and dead ends that stretch farther than any mortal city. The fiends that [[haunt]] these streets are gaunt and haggard things who often appear emaciated and weak. Despite their frail appearance, fiends from Melaneth frequently venture to the mortal plane, where they make bargains with mortals. Their unmatched cunning extends to every interaction as they willingly negotiate with those seeking power or knowledge. Even the most clever mortals will find these dealings rarely end in their favor.&lt;br /&gt;
&lt;br /&gt;
=== Churlock ===&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Souls lost or condemned to wander the twisted alleys of Durlossoth eventually go utterly mad. Slowly, their bodies undergo terrible transformations to reflect this insanity. Their features and proportions become horribly emaciated and distorted, and their hands and feet turn backwards. “That’s Churlock thinking” is an adage meant to convey that someone is dwelling on where they just came from, rather than looking to the present or future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Churlock ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Fiend ([[Occult]])''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Necrotic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 65&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Divine]] 2 '''DR''' 5/Silvered or Magical [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Memory [[Thief]].''' The Churlock is able to read the surface memories of any intelligent humanoid within 100 ft of it. Doing so allows it to take the illusory form of any Medium sized creature from that humanoid’s past while using its Unassuming Form feature. &lt;br /&gt;
'''Unassuming Form (1/Recoup).''' The Churlock can assume the illusory form of a weak, emaciated Medium humanoid. While in this form, it gains +8 to Disguising and Deceiving skill checks. It loses this feature after 10 minutes or when it takes [[damage]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Churlock can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice'''.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Churlock can move up to its speed. &lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon''. +4 vs AR. '''Hit''': 7 (1d6+4) sharp. &lt;br /&gt;
&lt;br /&gt;
'''Touch of [[Darkness]]'''. ''Reach 5 ft Natural Weapon.'' +4 vs REF. '''Hit:''' 8 (1d8+4) necrotic, and the Churlock regains HP equal to ½ the damage that it dealt. &lt;br /&gt;
&lt;br /&gt;
'''Exploit.''' The Churlock prepares a stance lets it Exploit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Churlock can use the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spirit Oppression (Recharge 5).''' ''Ranged 30 ft Natural Weapon.'' +4 vs WILL. '''Hit:''' 8 (1d8+4) necrotic and the target is Paralyzed for 1 minute. Creatures Paralyzed in this way may make a DC 12 CHA check at the end of each of their turns, ending the effect on a success.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Churlock can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Churlock&amp;diff=13305</id>
		<title>Churlock</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Churlock&amp;diff=13305"/>
		<updated>2025-06-30T18:33:08Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fiends of Melaneth&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Melaneth is a domain of pitch darkness. At its heart, the city of Durlossoth eclipses all else. Darkness forever shrouds the ancient stone structures that cluster together in a chaotic mess of twisted alleyways and dead ends that stretch farther than any mortal city. The fiends that [[haunt]] these streets are gaunt and haggard things who often appear emaciated and weak. Despite their frail appearance, fiends from Melaneth frequently venture to the mortal plane, where they make bargains with mortals. Their unmatched cunning extends to every interaction as they willingly negotiate with those seeking power or knowledge. Even the most clever mortals will find these dealings rarely end in their favor.&lt;br /&gt;
&lt;br /&gt;
=== Churlock ===&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Souls lost or condemned to wander the twisted alleys of Durlossoth eventually go utterly mad. Slowly, their bodies undergo terrible transformations to reflect this insanity. Their features and proportions become horribly emaciated and distorted, and their hands and feet turn backwards. “That’s Churlock thinking” is an adage meant to convey that someone is dwelling on where they just came from, rather than looking to the present or future.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Churlock ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Fiend ([[Occult]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 14&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Necrotic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 65&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Divine]] 2 '''DR''' 5/Silvered or Magical [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Memory [[Thief]].''' The Churlock is able to read the surface memories of any intelligent humanoid within 100 ft of it. Doing so allows it to take the illusory form of any Medium sized creature from that humanoid’s past while using its Unassuming Form feature. &lt;br /&gt;
'''Unassuming Form (1/Recoup).''' The Churlock can assume the illusory form of a weak, emaciated Medium humanoid. While in this form, it gains +8 to Disguising and Deceiving skill checks. It loses this feature after 10 minutes or when it takes [[damage]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Churlock can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice'''.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Churlock can move up to its speed. &lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon''. +4 vs AR. '''Hit''': 7 (1d6+4) sharp. &lt;br /&gt;
&lt;br /&gt;
'''Touch of [[Darkness]]'''. ''Reach 5 ft Natural Weapon.'' +4 vs REF. '''Hit:''' 8 (1d8+4) necrotic, and the Churlock regains HP equal to ½ the damage that it dealt. &lt;br /&gt;
&lt;br /&gt;
'''Exploit.''' The Churlock prepares a stance lets it Exploit.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Churlock can use the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spirit Oppression (Recharge 5).''' ''Ranged 30 ft Natural Weapon.'' +4 vs WILL. '''Hit:''' 8 (1d8+4) necrotic and the target is Paralyzed for 1 minute. Creatures Paralyzed in this way may make a DC 12 CHA check at the end of each of their turns, ending the effect on a success.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Churlock can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Amanojaku&amp;diff=13304</id>
		<title>Amanojaku</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Amanojaku&amp;diff=13304"/>
		<updated>2025-06-30T18:17:43Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Amanojaku.png}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fiends of Sanguineth&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sanguineth houses a brutal, sweltering jungle known as Ogshora, which both grows and decays at an unnerving pace. None can take the same path between strongholds multiple times, as the jungle changes too rapidly for roads to be established. Within Ogshora, rivers of blood flow between fleshy tumorous growths vaguely reminiscent of mangroves. The fiends of this domain relish in emotion, be it rage, envy, or lust, and do little to curb their voracious desires besides indulge in horrific excess as they hunt through the claustrophobic foliage, which can be just as deadly as the fiends themselves.&lt;br /&gt;
&lt;br /&gt;
=== Amanojaku ===&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
With a devious nature matched only by its insatiable thirst for corruption, the Amanojaku delights in antagonizing mortals, toying with their minds and souls. The Amanojaku lurks invisibly, whispering wicked thoughts into mortals’ consciousness and nudging them to commit vile deeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Amanojaku ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 6''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Fiend Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-3&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Occult]] 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 20&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable'''  [[Primal]] 1, [[Psionic]] 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +6; (CHA) Deceiving +6, Persuading +6&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Invisible&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Invisibility]].''' Taking [[damage]] or making an attack causes the Amanojaku to lose its Invisible trait for one minute. &lt;br /&gt;
'''[[Entice]] (1/Day).''' The Amanojaku can pick a creature that it has Enthralled within the past hour. It can cast the Entice Ritual on that creature.  &lt;br /&gt;
&lt;br /&gt;
'''Occult Magic.''' Using CHA, the Amanojaku can cast the following occult magic innately. &lt;br /&gt;
&lt;br /&gt;
(At Will) [[Cultic Revenge]], [[Mesmerize]] &lt;br /&gt;
&lt;br /&gt;
(1/Rest) [[Babble]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Amanojaku can take TWO of the following actions, or take the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Amanojaku can move up to its speed. &lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon''. +3 vs AR. '''Hit''': 5 (1d4+3) sharp. &lt;br /&gt;
&lt;br /&gt;
'''Chant.''' The Amanojaku can cast one of its at will chants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Amanojaku can take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Negative Influence.''' ''Ranged 15 ft Natural Weapon''. +6 vs WILL. This Attack does not remove the Amanojaku’s Invisible trait. '''Hit:''' The Amanojaku inserts an aggressive, depressed, or otherwise negative thought and emotion into the target creature’s consciousness. The target makes a DC 13 CHA check. If successful, they become aware that the thought or idea was not their own but are still not aware of the Amanojaku. &lt;br /&gt;
'''Fiendish Whispers.''' ''Ranged 15 ft Natural Weapon.'' +3 vs WILL. '''Hit''': The target gains the Enthralled Condition for 1 minute. An Enthralled creature can make a DC 13 CHA check at the end of its turns, ending the effect on a successful check.  &lt;br /&gt;
&lt;br /&gt;
'''Babble''' (1/Rest). The Amanojaku can cast Babble. &lt;br /&gt;
&lt;br /&gt;
'''Possess''' (1/Week). ''Reach 5 ft Natural Weapon.'' +3 vs WILL of an Enthralled creature. '''Hit:''' The Amanojaku possesses the target. It becomes incorporeal and dwells inside the target, automatically hitting with Negative Influence and Fiendish Whispers attacks until cast out. This [[possession]] ends when the Amanojaku chooses, or once the host creature has 0 HP and 4 death points. The [[Exorcism]] ritual and similar effects can also end this possession.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Tengu&amp;diff=13303</id>
		<title>Tengu</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Tengu&amp;diff=13303"/>
		<updated>2025-06-30T06:49:40Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Gulls from the Celestial Sea, Tengu look almost like Harpies, if smaller and glowing. Tengu are a mix of humanoid and bird, possessing wings and a long, thin beak in place of a nose and mouth.&lt;br /&gt;
&lt;br /&gt;
Tengu usually glow in faint hues reminiscent of sunrise, and they are otherwise a translucent whitish color. When on the mortal plane, they nest together in patches of soft, mossy rocks, though they prefer the infinite expanse of the Celestial Sea.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Tengu ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Celestial Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!-2&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Radiant 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Unerring Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Luckbearer (1/Recoup).''' The Tengu may touch a willing humanoid. Once in the next 24 hours, when that creature makes a d20 roll, it can reroll the die and use the second result.&lt;br /&gt;
'''Cursebringer.''' If a humanoid kills a Tengu, it suffers -1 LUCK until it Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
'''Wayfinder.''' The Tengu may touch a willing humanoid. It gains +5 INT/Navigating for the next 4 hours. This can exceed the +20 skill cap.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Tengu can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Tengu can move up to its speed.&lt;br /&gt;
'''Beak.''' ''Reach 5 ft Natural Weapon''. +3 vs AR. '''Hit:''' 6 (1d6+3) radiant.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dire_Vulture&amp;diff=13302</id>
		<title>Dire Vulture</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dire_Vulture&amp;diff=13302"/>
		<updated>2025-06-30T06:43:10Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
Birds come in a tremendous variety of shapes, sizes, and coloration. Some have superstitions associated with them, such as being omens of good luck or a bountiful harvest. Others are trained to help hunters track prey, and carrion birds are known to circle dead or [[dying]] prey like a menacing omen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Dire Vulture ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 4''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. [[Giant]], Beast''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
!-3&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 300 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 30&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 15 ft, Fly 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Perceiving +3, Tracking +5&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Death Sense.''' The Dire Vulture has TA against Bloodied targets, and an additional TA against targets with 0 HP.&lt;br /&gt;
'''Drawn to Death.''' The Dire Vulture doubles its Tracking skill when trying to find or follow a Bloodied target.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Dire Vulture can '''MOVE''' take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Eagle can move up to its speed.&lt;br /&gt;
'''Talons.''' ''Reach 5 ft, Natural Weapon''. +3 vs ANT. '''Hit:''' 8 (2d4+3) sharp and the creature is Grappled if it is Small or smaller.&lt;br /&gt;
&lt;br /&gt;
'''Rattling Caw.''' ''Ranged 30 ft Natural Weapon.'' +1 vs WILL. '''Hit:''' 3 (1d4+1) sonic and the creature is Frightened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Peck (1/Round).''' When a Bloodied creature enters the reach of the Dire Vulture’s Talons, it may make a special Peck attack. ''Reach 5 ft, Natural Weapon''. +3 vs REF. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Chudra&amp;diff=13301</id>
		<title>Chudra</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Chudra&amp;diff=13301"/>
		<updated>2025-06-30T06:42:07Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Chudras make their homes in subterranean lairs beneath any temperate or warm environment. They prefer dwelling in preexisting caves, but will patiently carve their own caves out of rock and dirt if there are no suitable caverns in their area.&lt;br /&gt;
&lt;br /&gt;
Resembling [[giant]] star-nosed moles, Chudra are exceptionally attuned to the tremors of the earth and can detect creatures from quite far away using this adaptation. They also have minor [[psionic]] abilities that allow them to shift tough rocks or gems out of their path.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Chudra ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Monstrosity (Psionic)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!-2&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psionic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 35&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Divine]] 1, [[Primal]] 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Burrow 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft, Tremorsense 120 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (INT) Dungeoneering +10&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Concentrated Tremors.''' The Chudra can spend 5 minutes in a motionless, meditative state to enhance its Tremorsense. After these 5 minutes, its Tremorsense extends to 1200 ft for the next 1 minute.&lt;br /&gt;
&lt;br /&gt;
'''Earth Glide.''' When the Chudra burrows, it can choose whether it leaves a tunnel in its wake or not. Such tunnels are large enough for Medium or smaller creatures to navigate without needing to squeeze.&lt;br /&gt;
&lt;br /&gt;
'''Manifest Telekinesis.''' Using CHA, the Chudra can cast the [[Lesser Telekinesis]] psionic spell at will.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Chudra can take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Chudra can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Telekinesis.''' ''Ranged 60 ft Psionic Manifestation.'' +1 vs AR. '''Hit:''' 6 (1d10+1) physical.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Spiders&amp;diff=13300</id>
		<title>Swarm of Spiders</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Spiders&amp;diff=13300"/>
		<updated>2025-06-30T05:11:38Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
This swarm goes far beyond a natural tangle of spiders. It is an unnatural, magically assembled swarm of horrifying arachnids.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Swarm of Spiders&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Beast Swarm''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Toxic 3, Necrotic 3 '''Immune''' Sickened&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 30&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 4/AOE&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Webwalker.''' The Swarm of Spiders is able to move normally across webbing as well as on walls and ceilings.&lt;br /&gt;
'''Webspinner (1/hour).''' The Swarm of Spiders can create webbing in a 10 ft square. In low-light, this webbing is invisible, requires a DC 16 AWR/Perceiving check to detect, and instantly causes any Large or smaller creature that enters a webbed space to become Restrained (escape DC 13).&lt;br /&gt;
&lt;br /&gt;
'''Swarm.''' When the Swarm of Spiders is Bloodied, halve the damage that it deals. The swarm can occupy other creatures’ spaces. When another creature attempts to move through a Swarm of Spiders’ space, it treats the space as Difficult Terrain.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of Swarm of Spiders’ turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Move and take one Tier 1 action.''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Swarm of Spiders can move up to its speed.&lt;br /&gt;
'''Bite.''' ''Reach 0 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 10 (3d4+3) sharp, and make a secondary attack +3 vs FORT. '''Hit:''' The target is Shaken until the end of its next turn.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Scarabs&amp;diff=13299</id>
		<title>Swarm of Scarabs</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Scarabs&amp;diff=13299"/>
		<updated>2025-06-30T05:10:42Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Individual beasts may pose formidable adversaries or faithful allies. Adventurers must also keep a sharp eye out for any signs of swarms. Typically made up of small animals of the same species, swarms can be especially tricky to fight, as swinging a sword at hundreds of bats will only do so much.&lt;br /&gt;
&lt;br /&gt;
Swarms have DR/AOE. This stands for “Area of Effect” and means they apply their DR to all [[damage]] except damage that targets more than one creature, such as the [[Fireball]] spell.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Swarm of Scarabs ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 3''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Beast Swarm''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Elemental]] 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 28&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 3/AOE&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Tremorsense 100 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Swarm.''' When the Swarm of Scarabs is Bloodied, halve the damage that it deals. The Swarm of Scarabs can occupy other creatures’ spaces. When another creature attempts to move through a Swarm of Scarabs’ space, it treats the space as difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Swarm of Scarabs can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Swarm can move up to its speed.&lt;br /&gt;
'''Bite.''' ''Reach 0 ft Natural Weapon''. +3 vs AR. '''Hit''': 10 (3d4+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Blinding Pattern.''' ''15 ft Radius Natural Weapon''. +3 vs WILL of all creatures within the radius. '''Hit''': 2 (1d4) psychic, and the creature is Blinded until the end of its next turn.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Scarabs&amp;diff=13298</id>
		<title>Swarm of Scarabs</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Swarm_of_Scarabs&amp;diff=13298"/>
		<updated>2025-06-30T05:10:29Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Individual beasts may pose formidable adversaries or faithful allies. Adventurers must also keep a sharp eye out for any signs of swarms. Typically made up of small animals of the same species, swarms can be especially tricky to fight, as swinging a sword at hundreds of bats will only do so much.&lt;br /&gt;
&lt;br /&gt;
Swarms have DR/AOE. This stands for “Area of Effect” and means they apply their DR to all [[damage]] except damage that targets more than one creature, such as the [[Fireball]] spell.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Swarm of Scarabs ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 3''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Beast Swarm''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Elemental]] 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 28&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 3/AOE&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Climb 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Tremorsense 100 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Swarm.''' When the Swarm of Scarabs is Bloodied, halve the damage that it deals. The Swarm of Scarabs can occupy other creatures’ spaces. When another creature attempts to move through a Swarm of Scarabs’ space, it treats the space as difficult terrain.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Swarm of Scarabs can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Swarm can move up to its speed.&lt;br /&gt;
'''Bite.''' ''Reach 0 ft Natural Weapon''. +3 vs AR. '''Hit''': 10 (3d4+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Blinding Pattern.''' ''15 ft Radius Natural Weapon''. +3 vs WILL of all creatures within the radius. '''Hit''': 2 (1d4) psychic, and the creature is Blinded until the end of its next turn.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Metallic_Slime&amp;diff=13297</id>
		<title>Metallic Slime</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Metallic_Slime&amp;diff=13297"/>
		<updated>2025-06-29T17:58:04Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Nobody knows where slimes originate, but anyone who has had the misfortune of fighting one knows that they are tricky and volatile foes. Some slimes rapidly split apart intomultiple slimes, while others can [[regenerate]]. Others grow larger the more they consume, allowing them to become truly enormous adversaries.&lt;br /&gt;
&lt;br /&gt;
=== Metallic Slimes ===&lt;br /&gt;
Chromatic and Metallic slimes each have different properties, and different flavors when consumed. MCs can roll or choose from the tables below to modify the [[Chromatic Slime]] and [[Metallic Slime]] stats. A metallic slime has specified modifications to its stats. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!d4&lt;br /&gt;
!Color&lt;br /&gt;
!Flavor&lt;br /&gt;
!Modification&lt;br /&gt;
|-&lt;br /&gt;
|'''1'''&lt;br /&gt;
|Copper&lt;br /&gt;
|Blood&lt;br /&gt;
| + 10 max HP. +3 (1d6) sharp with Pseudopod&lt;br /&gt;
|-&lt;br /&gt;
|'''2'''&lt;br /&gt;
|Iron&lt;br /&gt;
|Steak&lt;br /&gt;
| +2 AR and Resist Sharp. +2 (1d4) blunt with Pseudopod&lt;br /&gt;
|-&lt;br /&gt;
|'''3'''&lt;br /&gt;
|Silver&lt;br /&gt;
|Cilantro&lt;br /&gt;
|When hit by a spell, roll 1d20. If higher than the spell's attack, the spell hits the attacker. Pseudopod has +10 ft reach. &lt;br /&gt;
|-&lt;br /&gt;
|'''4'''&lt;br /&gt;
|Gold&lt;br /&gt;
|Hazelnut&lt;br /&gt;
|Immune [[Elemental]]. +3 (1d6) sonic with Pseudopod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Metallic Slime ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 6''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Abominable Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!-2&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 50&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Metal Feeder.''' A Metallic Slime that spends 1 hour consuming Copper, Iron, Silver, or Gold gains that Metallic Affinity, replacing its previous Metallic Affinity.&lt;br /&gt;
'''Malleable Form.''' The Slime can use its move action to pass through spaces as small as 1 inch but cannot end its turn in any space too small for its size. If it does, it takes 13 (2d12) blunt [[damage]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Metallic Slime can take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Slime can move up to its speed.&lt;br /&gt;
'''Pseudopod.''' ''Reach 15 ft Natural Weapon''. +3 vs AR. '''Hit''': 6 (1d6+3) blunt.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=13296</id>
		<title>Wilting Warden</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=13296"/>
		<updated>2025-06-25T18:12:42Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=WiltingWarden.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.&lt;br /&gt;
&lt;br /&gt;
When envisioning a warden, think of the flora and fauna natural to a region. A [[Forest Warden|forest warden]] might look like a [[Grizzly Bear|grizzly bear]] made out of oak bark and lichen, while a [[Desert Warden|desert warden]] could resemble prickly pears joined together into the shape of a [[giant]] cobra.&lt;br /&gt;
&lt;br /&gt;
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a [[Cave Warden|cave warden]].&lt;br /&gt;
&lt;br /&gt;
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.&lt;br /&gt;
&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
Unlike true wardens, wilting wardens are created through fell ritual. Cultists or evil witches might entrap and [[kill]] a warden, then perform a ritual on it to create a wilting warden out of its remains. Wilting wardens have no scruples or sense of honor and are violently aggressive.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 4''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Abominable Plant Monstrosity ([[Occult]])'' &lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-1&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Physical 2 '''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 54&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 3./Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Immovable&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Rooted.''' The Wilting Warden can sense the exact location of any creature within 120 ft of it if that creature is touching the ground.&lt;br /&gt;
'''Tree Step.''' When the Wilting Warden moves and both starts and ends its movement within 5 ft of a tree, creatures cannot attack it reactively, as it magically teleports between trees.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Wilting Warden can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Wilting Warden can move up to its speed and is unrestricted by trees and foliage.&lt;br /&gt;
'''Briar Snare.''' ''Reach 10 ft Natural Weapon''. +4 vs AR. '''Hit:''' 2 (1d4) sharp, then make a secondary attack +4 vs FORT. '''Hit:''' Pull the creature 10 ft closer to the Wilting Warden.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 10 (1d12 + 4) blunt, then make a secondary attack +4 vs FORT. '''Hit:''' The creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Wilting Warden can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Choking Vines.''' ''30 ft Cone Natural Weapon''. +3 vs REF targeting each creature in the cone. '''Hit''': 2 (1d4) Sharp; creature is Restrained (escape DC 13).&lt;br /&gt;
'''Shockwave.''' ''10 ft Radius Natural Weapon''. +3 vs FORT targeting each creature in the radius. '''Hit''': 3 (1d6) Blunt and creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Lash (1/Round)'''. When a creature moves from within 10 ft of the Wilting Warden to more than 10 ft away from it, the Wilting Warden can use a briar snare attack reactively. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=13295</id>
		<title>Wilting Warden</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=13295"/>
		<updated>2025-06-25T18:02:55Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=WiltingWarden.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.&lt;br /&gt;
&lt;br /&gt;
When envisioning a warden, think of the flora and fauna natural to a region. A [[Forest Warden|forest warden]] might look like a [[Grizzly Bear|grizzly bear]] made out of oak bark and lichen, while a [[Desert Warden|desert warden]] could resemble prickly pears joined together into the shape of a [[giant]] cobra.&lt;br /&gt;
&lt;br /&gt;
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a [[Cave Warden|cave warden]].&lt;br /&gt;
&lt;br /&gt;
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.&lt;br /&gt;
&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
Unlike true wardens, wilting wardens are created through fell ritual. Cultists or evil witches might entrap and [[kill]] a warden, then perform a ritual on it to create a wilting warden out of its remains. Wilting wardens have no scruples or sense of honor and are violently aggressive.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 4''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Abominable Plant Monstrosity ([[Occult]])'' &lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-1&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Physical 2 '''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 54&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 3./Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Immovable&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Rooted.''' The Wilting Warden can sense the exact location of any creature within 120 ft of it if that creature is touching the ground.&lt;br /&gt;
'''Tree Step.''' When the Wilting Warden moves and both starts and ends its movement within 5 ft of a tree, creatures cannot attack it reactively, as it magically teleports between trees.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Wilting Warden can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Wilting Warden can move up to its speed and is unrestricted by trees and foliage.&lt;br /&gt;
'''Briar Snare.''' ''Reach 10 ft Natural Weapon''. +4 vs AR. '''Hit:''' 2 (1d4) sharp, then make a secondary attack +4 vs FORT. '''Hit:''' Pull the creature 10 ft closer to the warden.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 10 (1d12 + 4) blunt, then make a secondary attack +4 vs FORT. '''Hit:''' The creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Wilting Warden can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Choking Vines.''' ''30 ft Cone Natural Weapon''. +3 vs REF targeting each creature in the cone. '''Hit''': 2 (1d4) Sharp; creature is Restrained (escape DC 13).&lt;br /&gt;
'''Shockwave.''' ''10 ft Radius Natural Weapon''. +3 vs FORT targeting each creature in the radius. '''Hit''': 3 (1d6) Blunt and creature falls prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Lash (1/Round)'''. When a creature moves from within 10 ft of the Wilting Warden to more than 10 ft away from it, the Wilting Warden can use a briar snare attack reactively. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=13294</id>
		<title>Creatures in MythCraft</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Creatures_in_MythCraft&amp;diff=13294"/>
		<updated>2025-06-25T12:18:04Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creature Sizes ==&lt;br /&gt;
Monsters come in all shapes and sizes. A creature’s Size is noted immediately below their Monster Level. A creature’s Size might modify its STR and DEX attribute checks (only Attribute checks, not attacks), as well as how many spaces it takes up on a battle map. Below is a table of [[Creature Sizes|creature sizes]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Size&lt;br /&gt;
!STR Skill Mod&lt;br /&gt;
!DEX Skill Mod&lt;br /&gt;
!Spaces&lt;br /&gt;
!Typical Reach&lt;br /&gt;
!Typical Height/Length&lt;br /&gt;
!Typical Weight&lt;br /&gt;
|-&lt;br /&gt;
|Fine&lt;br /&gt;
| -16&lt;br /&gt;
| +16&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|1/2 ft&lt;br /&gt;
|1/8 lb&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive&lt;br /&gt;
| -8&lt;br /&gt;
| +8&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|1 ft&lt;br /&gt;
|1 lb&lt;br /&gt;
|-&lt;br /&gt;
|Tiny&lt;br /&gt;
| -4&lt;br /&gt;
| +4&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|2 ft&lt;br /&gt;
|8 lb&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|4 ft&lt;br /&gt;
|60 lb&lt;br /&gt;
|-&lt;br /&gt;
|Medium &lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|6 ft&lt;br /&gt;
|200 lb&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|10 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|8 ft&lt;br /&gt;
|500 lb&lt;br /&gt;
|-&lt;br /&gt;
|Large (long)&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 x 10 ft&lt;br /&gt;
|5 ft&lt;br /&gt;
|6 ft&lt;br /&gt;
|500 lb&lt;br /&gt;
|-&lt;br /&gt;
|Large (tall)&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5 ft&lt;br /&gt;
|10 ft&lt;br /&gt;
|16 ft&lt;br /&gt;
|1000 lb&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|15 ft&lt;br /&gt;
|10 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|1 ton&lt;br /&gt;
|-&lt;br /&gt;
|Huge (long)&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|5 x 15 ft&lt;br /&gt;
|10 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|1 ton&lt;br /&gt;
|-&lt;br /&gt;
|Huge (tall)&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|10 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|30 ft&lt;br /&gt;
|2 tons&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan&lt;br /&gt;
| +4&lt;br /&gt;
| -4&lt;br /&gt;
|20 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|30 ft&lt;br /&gt;
|10 tons&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan (long)&lt;br /&gt;
| +4&lt;br /&gt;
| -4&lt;br /&gt;
|10 x 20 ft&lt;br /&gt;
|15 ft&lt;br /&gt;
|30 ft&lt;br /&gt;
|20 tons&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan (tall)&lt;br /&gt;
| +4&lt;br /&gt;
| -4&lt;br /&gt;
|15 ft&lt;br /&gt;
|20 ft&lt;br /&gt;
|45 ft&lt;br /&gt;
|10 tons&lt;br /&gt;
|-&lt;br /&gt;
|Colossal&lt;br /&gt;
| +8&lt;br /&gt;
| -8&lt;br /&gt;
|30ft&lt;br /&gt;
|20ft&lt;br /&gt;
|60ft&lt;br /&gt;
|100 tons&lt;br /&gt;
|-&lt;br /&gt;
|Colossal (long)&lt;br /&gt;
| +8&lt;br /&gt;
| -8&lt;br /&gt;
|10x30ft&lt;br /&gt;
|20ft&lt;br /&gt;
|30ft&lt;br /&gt;
|100 tons&lt;br /&gt;
|-&lt;br /&gt;
|Colossal (tall)&lt;br /&gt;
| +8&lt;br /&gt;
| -8&lt;br /&gt;
|20ft&lt;br /&gt;
|30ft&lt;br /&gt;
|90ft&lt;br /&gt;
|200 tons&lt;br /&gt;
|-&lt;br /&gt;
|Titan&lt;br /&gt;
| +16&lt;br /&gt;
| -16&lt;br /&gt;
|40+ ft&lt;br /&gt;
|80% of Spaces&lt;br /&gt;
|Over 100ft&lt;br /&gt;
|200+ tons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tags &amp;amp; Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Monster Tags ===&lt;br /&gt;
Creatures come in a variety of types, and might have more than one type. Monster tags do not frequently come into play, but are occasionally relevant for talents, spells, abilities, and the like. For example, the Cultist can occasionally summon a creature with the [[Occult]] tag. Creature types include mundane and planar groupings. &lt;br /&gt;
&lt;br /&gt;
'''Mundane'''&lt;br /&gt;
&lt;br /&gt;
Beast, Humanoid, Monstrosity, Plant&lt;br /&gt;
&lt;br /&gt;
'''Planar'''&lt;br /&gt;
&lt;br /&gt;
Avadri, Celestial, Eldritch, [[Elemental]], Fae, Fiend&lt;br /&gt;
&lt;br /&gt;
Some creatures might also have modifying tags or magic tags.&lt;br /&gt;
&lt;br /&gt;
'''Magic'''&lt;br /&gt;
&lt;br /&gt;
[[Arcane]], [[Divine]], Occult, [[Primal]], [[Psionic]]&lt;br /&gt;
&lt;br /&gt;
'''Modifying'''&lt;br /&gt;
&lt;br /&gt;
Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]]&lt;br /&gt;
*'''Undead:''' If a creature has the Undead tag, then by default it does not need to eat, drink, sleep, or breathe, and is immune to Fatigue. Some Undead will specify otherwise within their stats (for example, Vampires must periodically consume blood).&lt;br /&gt;
&lt;br /&gt;
=== Monster Traits ===&lt;br /&gt;
Creature traits are shorthand for abilities that many creatures have in common. Creature traits that you might encounter in this document are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal:''' A creature with this trait can pass through walls and other barriers and surfaces freely.&lt;br /&gt;
&lt;br /&gt;
'''Immovable:''' A creature with this trait cannot be teleported or moved against its will.&lt;br /&gt;
&lt;br /&gt;
'''Immutable:''' A creature with this trait cannot have its physical form changed, such as with the [[Cloven Step]] spell.&lt;br /&gt;
&lt;br /&gt;
'''Invisible:''' A creature with this trait is Unseen and remains Unseen even when under circumstances that would normally end the Unseen condition.&lt;br /&gt;
&lt;br /&gt;
'''Iron Will:''' A creature with this trait cannot gain the Frightened or Shaken [[conditions]].&lt;br /&gt;
&lt;br /&gt;
'''Mythic:''' Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster is also more difficult to [[kill]]: if it gains the Helpless condition, it is not reduced to 0 HP when it takes [[damage]]. Instead, all damage that it takes is considered critical. Finally, Mythic monsters do not roll [[Initiative]], but instead act after every 2 characters in Initiative [[order]], making them much more capable of devastating a battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Regen X:''' At the start of each of the creature’s turns, the creature regains HP equal to its Regen number.&lt;br /&gt;
&lt;br /&gt;
'''Steel Mind:''' A creature with this trait cannot gain the Charmed or Enthralled conditions&lt;br /&gt;
&lt;br /&gt;
'''Unerring Mind:''' A creature with this trait cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature.&lt;br /&gt;
&lt;br /&gt;
'''Vigilant:''' A creature with this trait does not suffer any penalties to its AWR while Unconscious.&lt;br /&gt;
&lt;br /&gt;
== Damage and Resistances ==&lt;br /&gt;
&lt;br /&gt;
=== Damage Types ===&lt;br /&gt;
There are three categories of Damage in MythCraft: Physical, Elemental, and Energy. Each category contains several types of damage:&lt;br /&gt;
&lt;br /&gt;
'''Physical:''' Blunt, Sharp&lt;br /&gt;
&lt;br /&gt;
'''Elemental:''' Cold, Corrosive, Fire, Lightning, Toxic&lt;br /&gt;
&lt;br /&gt;
'''Energy:''' Necrotic, Psychic, Radiant, Sonic&lt;br /&gt;
&lt;br /&gt;
=== Resistances ===&lt;br /&gt;
Many creatures might have Resist, Vulnerable, Immune, or DR. These keywords interact with damage, conditions, magic sources, and weapon types in unique ways.&lt;br /&gt;
&lt;br /&gt;
'''Resist'''&lt;br /&gt;
&lt;br /&gt;
Resist adds the specified number to a creature’s defenses against that type of damage. When a creature with Resist X is attacked, and that attack would deal Damage or impose a Condition specified by the Resist feature or is made using a Weapon Type or Magic Source specified by the Resist feature, then the creature adds their Resist number to their Defenses, making it less likely that they are hit. If an Attack does multiple types of Damage or would do Damage and impose a Condition, this could result in separate attack values.&amp;lt;blockquote&amp;gt;'''For example''': A [[Thresher Moss]] has Resist Cold 3. If it is targeted by an ability that deals Cold Damage, then the Thresher Moss adds 3 to their relevant Defense. If the Thresher Moss is targeted by an ability that would deal both Cold Damage and Necrotic Damage, then the Thresher Moss compares the Attack Roll against its defenses +3 to determine if it takes Cold Damage, and the Attack Roll unmodified against its Defenses to determine if it takes Necrotic Damage.&amp;lt;/blockquote&amp;gt;Resist is more powerful when it specifies a Weapon Type or a Magic Source, because if a creature Resists Primal then they apply their Resist to every attack roll that targets them if it is Primal Magic.&lt;br /&gt;
&lt;br /&gt;
When an attack misses a creature and would deal 1⁄2 Damage on a miss, if the creature Resists that kind of Damage, they take no Damage instead of 1⁄2.&lt;br /&gt;
&lt;br /&gt;
'''Immune'''&lt;br /&gt;
&lt;br /&gt;
Creatures take no damage from the listed damage type if they are immune to it. Creatures are not effected by any listed conditions if they are immune to it. &lt;br /&gt;
&lt;br /&gt;
'''Vulnerable'''&lt;br /&gt;
&lt;br /&gt;
A creature with Vulnerable X subtracts the specified number from their defenses against any attack roll that would deal that type of damage. Furthermore, when a creature attacks a Vulnerable creature with that type of damage, the attacking creature's crit range is increased by the Vulnerable number.&lt;br /&gt;
&lt;br /&gt;
For example, if a [[Skeleton]] is Vulnerable Blunt 2, then when Marcus attacks with his morningstar, and deals blunt damage, he would crit on a roll of 18-20, instead of just 20.&lt;br /&gt;
&lt;br /&gt;
Vulnerable always supersedes Resist or Immune. For example, a creature that has Resist Fire 3 and Vulnerable Occult 1 still suffers the Vulnerable 1 penalty against fire damage from the Occult Source without gaining the Resist bonus.&lt;br /&gt;
&lt;br /&gt;
Vulnerable also always trumps DR and DT. No benefits are gained from DR or DT against a damage type to which the creature is Vulnerable. &lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction (DR) ===&lt;br /&gt;
If a creature has DR, they subtract the number of their DR from all Damage they take from all sources, unless they are Vulnerable to the type of damage they are taking. The DR number may be followed by a weapon tag, magic source, or damage type. This means that creature takes full damage from a weapon with that tag or damage type. For example, a creature with DR 5/Fire would take full damage from Fire, and subtract 5 from all other sources of damage. A creature with DR 15/Silvered would take full damage from Silvered [[weapons]], and subtract 15 from all other damage.&lt;br /&gt;
&lt;br /&gt;
=== Damage Threshold (DT) ===&lt;br /&gt;
Damage Threshold is a very rare defense that is generally only used by structures or vehicles. The Damage Threshold level determines how much damage a creature must deal at once to deal any damage at all. For example, if a Stone Wall has DT 15, and a player deals 14 damage to it, it instead takes 0. If a player deals 16 damage, conversely, then the stone wall takes all 16 damage because its DT 15 was overcome. For the purposes of overcoming DT, “damage dealt at once” is determined by a single expenditure of AP. If you must add AP to deal additional damage, that additional damage is put against the DT separately.&amp;lt;blockquote&amp;gt;'''For example''': A spell deals multiple damage sources, such as 2d8 fire damage and 2d8 blunt damage. Since that spell is one expenditure of AP, add them together to determine if it overcomes DT.&amp;lt;/blockquote&amp;gt;A player makes two maul attacks against a stone wall on the same turn. Because these are two expenditures of AP, do not add the damage together from the two attacks to determine if they overcome DT.&lt;br /&gt;
&lt;br /&gt;
== Creature Senses ==&lt;br /&gt;
&lt;br /&gt;
=== Blindsight ===&lt;br /&gt;
A creature with Blindsight can “see” in some way out to a specified range without needing physical eyes, but is completely [[blind]] beyond this point.&lt;br /&gt;
&lt;br /&gt;
=== Darkvision ===&lt;br /&gt;
A creature with Darkvision can see normally out to a specified range.&lt;br /&gt;
&lt;br /&gt;
=== Low-Light Vision ===&lt;br /&gt;
A creature with Low-Light Vision does not suffer TD when making rolls that rely on sight within the specified range.&lt;br /&gt;
&lt;br /&gt;
=== Tremorsense ===&lt;br /&gt;
A creature with Tremorsense can detect the footfalls of creatures out to a specified range, even if the creatures are Unseen. It cannot detect flying creatures or objects that are not touching the ground in this way&lt;br /&gt;
&lt;br /&gt;
=== Truesight ===&lt;br /&gt;
A creature with Truesight can see a creature’s true form if it has magically disguised itself or changed its form. It also ignores the Unseen condition provided that the creature is not gaining Unseen from Total Cover or [[Darkness]] (unless the creature also has Darkvision).&lt;br /&gt;
&lt;br /&gt;
== Creature Speed ==&lt;br /&gt;
Some monsters have multiple kinds of speed. If a creature has multiple kinds of speed, it cannot use the sum of all of these types of movement; rather, each time it uses an action to move, it chooses which type of movement it uses.&lt;br /&gt;
&lt;br /&gt;
=== Hover ===&lt;br /&gt;
If a creature has a hover speed, then they hover above the ground when they move. This allows them to ignore Difficult and Hazardous terrain, but it cannot elevate itself more than 5ft off the ground unless it also has a fly speed.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
While moving, a creature may need to [[jump]]. A creature cannot jump farther than it can move. &lt;br /&gt;
&lt;br /&gt;
A creature’s default vertical jump distance is 3ft + a number of ft equal to its STR. &lt;br /&gt;
&lt;br /&gt;
A creature’s default horizontal jump distance is double its vertical jump distance.&lt;br /&gt;
&lt;br /&gt;
=== Moving Through Creatures ===&lt;br /&gt;
A creature may move through an allied creature’s space, but this counts as Difficult Terrain. A creature may not end its turn in an allied creature’s space.&lt;br /&gt;
&lt;br /&gt;
A creature may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, or Unconscious. In that case, moving through a hostile creature’s space counts as difficult terrain.&lt;br /&gt;
&lt;br /&gt;
== Creature Actions ==&lt;br /&gt;
Monsters don’t use AP like adventurers do; instead, they use creature [[actions]]. A monster’s stat block will explain how many creature actions they can take on their turn. High-power monsters may have several options, such as taking five normal actions or two or three much stronger actions.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if a creature has one or more Reaction abilities, then the creature can take one reaction per round unless otherwise noted. Some monster reactions (like the Wolf’s Growl ability) require them to take actions on their turn to prepare reactions.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasters ===&lt;br /&gt;
Some creatures can cast magical abilities like spells and prayers. When casting magic, refer to the creature’s actions instead of the magic ability’s APC when determining how long the ability takes to cast. This means that many magical abilities can be used slightly more quickly by creatures than by adventurers.&lt;br /&gt;
&lt;br /&gt;
The exception is Conjuring. When a creature casts a magical ability with the Conjuring tag, they must continue to conjure that magic for the appropriate number of rounds as normal. For example, if a [[Mage]] uses its spellcasting action to cast a [[Fireball]] (which has Conjuring 1), the fireball triggers immediately at the start of the Mage’s next turn.&lt;br /&gt;
&lt;br /&gt;
=== Innate Magic ===&lt;br /&gt;
Some monsters possess the ability to cast magic innately. This means that while they still must observe any Conjuring restrictions, they do not need to track SP when casting their magic.&lt;br /&gt;
&lt;br /&gt;
Some spells have a set number of times that they can be cast innately. Track each spell separately, so if a creature has “(3/Rest) [[Circle of Haste]], Fireball” it means that it can cast each of those spells innately three times, regaining all expended uses when it Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
When a creature innately casts a ritual or invocation, it does not need any material components to do so.&lt;br /&gt;
&lt;br /&gt;
=== Recharge Abilities ===&lt;br /&gt;
Some monsters have abilities that they regain on a recharge or after a set amount of time. If an ability is followed by (Recharge X), that means that after you use the ability, roll 1d6 at the start of each of the creature’s turns until you roll equal to or greater than the Recharge number. Once you do, you regain the ability and can use it on that turn.&lt;br /&gt;
&lt;br /&gt;
Some abilities such as the innate ability to cast specific Spells might specify 1/Day, 1/Recoup, or something similar. Monsters regain these abilities after the specified time has passed.&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Nachtkrapp&amp;diff=13293</id>
		<title>Nachtkrapp</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Nachtkrapp&amp;diff=13293"/>
		<updated>2025-06-25T04:15:02Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Nachtkrapp.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The dreaded Nachtkrapp is the source of many terrifying folk tales among the northern nations. Appearing as a [[giant]] raven with empty eye sockets and ragged holes in its wings, the Nachtkrapp exclusively hunts humanoids and only prowls at night.&lt;br /&gt;
&lt;br /&gt;
It can cause [[disease]] with a touch from its talons, and many believe that making eye contact with its deathly sockets causes instant death.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Nachtkrapp ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 15&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 200 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 82&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Steel Mind, Unerring Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 60 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Light Sensitive.''' The Nachtkrapp suffers a -5 to attacks and attribute checks while in direct sunlight.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Nachtkrapp can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Nachtkrapp can move up to its speed.&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 7 (1d4+5) sharp and 5 (1d4+3) corrosive, and the target becomes Sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Nachtkrapp can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Empty Sockets.''' ''Ranged 15 ft Natural Weapon''. +3 vs WILL. Hit: The target gains the Frightened condition and is Paralyzed while Frightened in this way. Creatures Frightened by Empty Sockets may make a DC13 CHA check at the end of each of their turns to end this condition.&lt;br /&gt;
'''Feeding Call.''' The Nachtkrapp lets out a call that whips nearby ravens into a frenzy. Attacks made by any [[Swarm of Ravens]] within 60 ft of it gain an additional 4 (1d4+2) sharp [[damage]] until the start of the Nachtkrapp’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Call for Murder (1/Rest).''' The Nachtkrapp can summon 1d4 [[Swarm of Ravens|Swarms of Ravens]]. These Swarms obey the Nachtkrapp’s mental commands and act directly after it in [[Initiative]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Nachtkrapp&amp;diff=13292</id>
		<title>Nachtkrapp</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Nachtkrapp&amp;diff=13292"/>
		<updated>2025-06-25T04:14:40Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Nachtkrapp.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The dreaded Nachtkrapp is the source of many terrifying folk tales among the northern nations. Appearing as a [[giant]] raven with empty eye sockets and ragged holes in its wings, the Nachtkrapp exclusively hunts humanoids and only prowls at night.&lt;br /&gt;
&lt;br /&gt;
It can cause [[disease]] with a touch from its talons, and many believe that making eye contact with its deathly sockets causes instant death.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Nachtkrapp ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 15&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 200 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 82&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Steel Mind, Unerring Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 60 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Light Sensitive.''' The Nachtkrapp suffers a -5 to attacks and attribute checks while in direct sunlight.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Nachtkrapp can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Nachtkrapp can move up to its speed.&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 7 (1d4+5) sharp and 5 (1d4+3) corrosive, and the target becomes sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Nachtkrapp can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Empty Sockets.''' ''Ranged 15 ft Natural Weapon''. +3 vs WILL. Hit: The target gains the Frightened condition and is Paralyzed while Frightened in this way. Creatures Frightened by Empty Sockets may make a DC13 CHA check at the end of each of their turns to end this condition.&lt;br /&gt;
'''Feeding Call.''' The Nachtkrapp lets out a call that whips nearby ravens into a frenzy. Attacks made by any [[Swarm of Ravens]] within 60 ft of it gain an additional 4 (1d4+2) sharp [[damage]] until the start of the Nachtkrapp’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Call for Murder (1/Rest).''' The Nachtkrapp can summon 1d4 [[Swarm of Ravens|Swarms of Ravens]]. These Swarms obey the Nachtkrapp’s mental commands and act directly after it in [[Initiative]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Manticore_Vampire&amp;diff=13291</id>
		<title>Manticore Vampire</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Manticore_Vampire&amp;diff=13291"/>
		<updated>2025-06-24T18:18:09Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Early records about manticores talk of a beast so vicious that if it makes you its prey, there will be nothing left of you to bury. Time and time again throughout history, these tales were proven to be true. Manticores are creatures with a vaguely humanoid head, the body of a lion and a spiked tail full of quills. They are also known to carry diseases with them, mainly the Boil Plague.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Manticore Vampire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Undead Monstrosity Shapechanger''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-1&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 14&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 95&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pack Hunter.''' If the Manticore Vampire is within 5 ft of one of its allies, it gets +1 TA on its attacks.&lt;br /&gt;
'''Regenerating Quills.''' The Manticore Vampire has 20 quills and can regrow any quills it loses after it has Taken a Rest.&lt;br /&gt;
&lt;br /&gt;
'''Vampirism.''' The Manticore Vampire follows the Ancerran, Croftian, or Draculean vampire template.&lt;br /&gt;
&lt;br /&gt;
'''Small Companion.''' Manticore Vampires often hunt together with a pack of [[Needlebeak|Needlebeaks]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of the Manticore Vampire’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Take three Tier 1 actions.''&lt;br /&gt;
* ''Take two Tier 1 actions and one Tier 2 action.''&lt;br /&gt;
* ''Take two Tier 2 actions.''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Manticore Vampire moves up to its speed.&lt;br /&gt;
'''Claw.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 9 (1d8+5) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Bite.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 9 (1d8+5) sharp and 5 (2d4) necrotic. The Manticore Vampire regains HP equal to the necrotic damage.&lt;br /&gt;
&lt;br /&gt;
'''Quill Dart.''' ''Reach 60 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 7 (1d8+3) toxic, and the target is Sickened until the end of their next turn. Then make a secondary attack: +3 vs FORT. '''Hit:''' Target is infected with the Boil Plague.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 2 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Blood Bite (Recharge 5).''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 9 (1d8+5) sharp. Then make a secondary attack: +5 vs FORT. '''Hit:''' Target gains Bleeding (1d4).&lt;br /&gt;
'''Blood Syringe.''' ''Reach 5 ft Natural Weapon.'' The Manticore Vampire attempts to stab a target within range with its quills and suck their blood. +5 vs AR. '''Hit:''' 12 (2d6+5) sharp. Then make a secondary attack: +5 vs FORT. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Manticore Vampire can Exploit.&lt;br /&gt;
'''Bristle (1/Round).''' When a creature moves into reach of the Manticore Vampire’s claw, it may make a Claw attack.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Psionic_Spells&amp;diff=13285</id>
		<title>Psionic Spells</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Psionic_Spells&amp;diff=13285"/>
		<updated>2025-06-19T06:00:06Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psionic Spells ==&lt;br /&gt;
All the spells in this table have the &amp;quot;[[Psionic]] Spells&amp;quot; tag &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blur]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Body Sculpt|'''Body Sculpt''']]&lt;br /&gt;
|''Psychometabolics,  Meditation''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Special&lt;br /&gt;
|50&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm Person|'''Charm Person''']]&lt;br /&gt;
|''Psychovillainy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Conceal]]'''&lt;br /&gt;
|''Clairsentience, Conjuring 3''&lt;br /&gt;
|Illusory&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|Self (20 ft Radius)&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Ammunition|'''Create Ammunition''']]&lt;br /&gt;
|''Metacreativity,  Manifestation''&lt;br /&gt;
|Evoking&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Weapon|'''Create Weapon''']]&lt;br /&gt;
|''Metacreativity, Manifestation''&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decoy]]'''&lt;br /&gt;
|''Metacreativity''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|8&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Detect Truth|'''Detect Truth''']]&lt;br /&gt;
|''Telepathy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Distract]]'''&lt;br /&gt;
|''Telepathy, Concentration, Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1 normal or Reactive AP&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Dominate Person|'''Dominate Person''']]&lt;br /&gt;
|''Psychovillainy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|46&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empathize]]'''&lt;br /&gt;
|''Telepathy, Concentration, Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|120 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Empathize with Crowd|'''Empathize with Crowd''']]&lt;br /&gt;
|''Telepathy, Concentration, Conjuring 3''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|Sight&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Far Sense|'''Far Sense''']]&lt;br /&gt;
|''Clairsentience, Meditation, Conjuring 6''&lt;br /&gt;
|Divining&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|5 miles&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Foresight]]'''&lt;br /&gt;
|''Clairsentience, Conjuring 10''&lt;br /&gt;
|Divining&lt;br /&gt;
|30&lt;br /&gt;
|80&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Geas]]'''&lt;br /&gt;
|''Psychovillainy, Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|70&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|30 days&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Giant]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grand Telekinesis]]'''&lt;br /&gt;
|''Psychokinetics, Concentration, Conjuring 3''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|70&lt;br /&gt;
|1000 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Greater Telekinesis|'''Greater Telekinesis''']]&lt;br /&gt;
|''Psychokinetics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|150 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hasten]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|4&lt;br /&gt;
|18&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Ignore Pain|'''Ignore Pain''']]&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Warding&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|Special&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Inspiration]]'''&lt;br /&gt;
|''Telepathy,  Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 Round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Invisibility]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Body|'''Iron Body''']]&lt;br /&gt;
|''Psychometabolics, Conjuring 2''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|10&lt;br /&gt;
|55&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Jump]]'''&lt;br /&gt;
|''Psychometabolics, Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|Self&lt;br /&gt;
|Vebal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser Telekinesis|'''Lesser Telekinesis''']]&lt;br /&gt;
|''Psychokinetics,  Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Levitate]]'''&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lobotomize]]'''&lt;br /&gt;
|''Psychovillainy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|80&lt;br /&gt;
|5 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Fist|'''Mind Fist''']]&lt;br /&gt;
|''Metacreativity, Concentration, Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Palace|'''Mind Palace''']]&lt;br /&gt;
|''Telepathy, Conjuring 10''&lt;br /&gt;
|Warding&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Trap|'''Mind Trap''']]&lt;br /&gt;
|''Telepathy,  Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mind Wipe]]'''&lt;br /&gt;
|''Psychovillainy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|120&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Telepathy|'''Minor Telepathy''']]&lt;br /&gt;
|''Telepathy, Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|120 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mirror Images|'''Mirror Images''']]&lt;br /&gt;
|''Metacreativity, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Modify Memory|'''Modify Memory''']]&lt;br /&gt;
|''Psychovillainy, Conjuring 5''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|30&lt;br /&gt;
|60&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Morph Features|'''Morph Features''']]&lt;br /&gt;
|''Psychometabolics, Manifestation, Conjuring 1''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|30 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Paranoia]]'''&lt;br /&gt;
|''Telepathy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|32&lt;br /&gt;
|80 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Possession]]'''&lt;br /&gt;
|''Psychovillainy,  Meditation, Conjuring 10''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|30&lt;br /&gt;
|80&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Psychonavigation]]'''&lt;br /&gt;
|''Clairsentience, Concentration, Manifestation''&lt;br /&gt;
|Divining&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 4 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sense Danger|'''Sense Danger''']]&lt;br /&gt;
|''Clairsentience, Conjuring 2''&lt;br /&gt;
|Divining&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shadow Veil]]'''&lt;br /&gt;
|''Telepathy, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Shape Reality|'''Shape Reality''']]&lt;br /&gt;
|''Psychokinetics, Meditation, Conjuring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|Indefinite&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shatterblade]]'''&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|12&lt;br /&gt;
|30 ft cone&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shroud]]'''&lt;br /&gt;
|''Telepathy, Conjuring 8''&lt;br /&gt;
|Warding&lt;br /&gt;
|30&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|4 hours&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Slow Time|'''Slow Time''']]&lt;br /&gt;
|''Psychokinetics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Spectral Weapon]]'''&lt;br /&gt;
|''Metacreativity, Concentration, Conjuring 1''&lt;br /&gt;
|Summoning&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|5 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Stop TIme|'''Stop TIme''']]&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Summon Incarnation]]'''&lt;br /&gt;
|''Metacreativity, Concentration, Conjuring 4''&lt;br /&gt;
|Summoning&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Warp Time|'''Warp Time''']]&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Invocations ==&lt;br /&gt;
All the spells in this table have the &amp;quot;Psionic Invocation&amp;quot; tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!PreReq&lt;br /&gt;
!Casting Time&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Adapt]]'''&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Altering&lt;br /&gt;
|&lt;br /&gt;
|10 minutes&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Assembly]]'''&lt;br /&gt;
|''Metacreativity, Meditation''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|&lt;br /&gt;
|10 minutes to 1 hour&lt;br /&gt;
|100 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Astral Projection|'''Astral Projection''']]&lt;br /&gt;
|''Clairsentience, Meditation''&lt;br /&gt;
|Divining&lt;br /&gt;
|Psionic Tier 6&lt;br /&gt;
|1 hour&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bend Reality]]'''&lt;br /&gt;
|''Psychokinetics, Meditation''&lt;br /&gt;
|Altering&lt;br /&gt;
|Psionic Tier 5&lt;br /&gt;
|1 hour&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Special&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dreamspeak]]'''&lt;br /&gt;
|''Telepathy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|&lt;br /&gt;
|30 minutes&lt;br /&gt;
|Special&lt;br /&gt;
|You must be sleeping to cast this Invocation&lt;br /&gt;
|Up to 30 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Duplicate]]'''&lt;br /&gt;
| ''Metacreativity''&lt;br /&gt;
|Summoning&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Essence Torsion]]'''&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|Psionic Tier 4&lt;br /&gt;
|4 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Haunt]]'''&lt;br /&gt;
|''Telepathy, Meditation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|Psionic Tier 3&lt;br /&gt;
|4 hours&lt;br /&gt;
|Special&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Soulsteal]]'''&lt;br /&gt;
|''Psychovillainy''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Psionic Tier 2&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Steel Trap]]'''&lt;br /&gt;
|''Clairsentience''&lt;br /&gt;
|Altering&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|4 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Telepathic Anchor]]'''&lt;br /&gt;
|''Clairsentience''&lt;br /&gt;
|Divining&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Psionic_Spells&amp;diff=13284</id>
		<title>Psionic Spells</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Psionic_Spells&amp;diff=13284"/>
		<updated>2025-06-19T05:32:23Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psionic Spells ==&lt;br /&gt;
All the spells in this table have the &amp;quot;[[Psionic]] Spells&amp;quot; tag &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blur]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Body Sculpt|'''Body Sculpt''']]&lt;br /&gt;
|''Psychometabolics,  Meditation''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Special&lt;br /&gt;
|50&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm Person|'''Charm Person''']]&lt;br /&gt;
|''Psychovillainy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Conceal]]'''&lt;br /&gt;
|''Clairsentience, Conjuring 3''&lt;br /&gt;
|Illusory&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|Self (20 ft Radius)&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Ammunition|'''Create Ammunition''']]&lt;br /&gt;
|''Metacreativity,  Manifestation''&lt;br /&gt;
|Evoking&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Weapon|'''Create Weapon''']]&lt;br /&gt;
|''Metacreativity, Manifestation''&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decoy]]'''&lt;br /&gt;
|''Metacreativity''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|8&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Detect Truth|'''Detect Truth''']]&lt;br /&gt;
|''Telepathy, Meditation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Distract]]'''&lt;br /&gt;
|''Telepathy, Concentration, Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1 normal or Reactive AP&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Dominate Person|'''Dominate Person''']]&lt;br /&gt;
|''Psychovillainy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|46&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empathize]]'''&lt;br /&gt;
|''Telepathy, Concentration, Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|120 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Empathize with Crowd|'''Empathize with Crowd''']]&lt;br /&gt;
|''Telepathy, Concentration, Conjuring 3''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|Sight&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Far Sense|'''Far Sense''']]&lt;br /&gt;
|''Clairsentience, Meditation, Conjuring 6''&lt;br /&gt;
|Divining&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|5 miles&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Foresight]]'''&lt;br /&gt;
|''Clairsentience, Conjuring 10''&lt;br /&gt;
|Divining&lt;br /&gt;
|30&lt;br /&gt;
|80&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Geas]]'''&lt;br /&gt;
|''Psychovillainy, Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|70&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|30 days&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Giant]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grand Telekinesis]]'''&lt;br /&gt;
|''Psychokinetics, Concentration, Conjuring 3''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|70&lt;br /&gt;
|1000 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Greater Telekinesis|'''Greater Telekinesis''']]&lt;br /&gt;
|''Psychokinetics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|150 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hasten]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|4&lt;br /&gt;
|18&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Ignore Pain|'''Ignore Pain''']]&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Warding&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|Special&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Inspiration]]'''&lt;br /&gt;
|''Telepathy,  Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 Round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Invisibility]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Body|'''Iron Body''']]&lt;br /&gt;
|''Psychometabolics, Conjuring 2''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|10&lt;br /&gt;
|55&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Jump]]'''&lt;br /&gt;
|''Psychometabolics, Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|Self&lt;br /&gt;
|Vebal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser Telekinesis|'''Lesser Telekinesis''']]&lt;br /&gt;
|''Psychokinetics,  Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Levitate]]'''&lt;br /&gt;
|''Psychometabolics,''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lobotomize]]'''&lt;br /&gt;
|''Psychovillainy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|80&lt;br /&gt;
|5 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Fist|'''Mind Fist''']]&lt;br /&gt;
|''Metacreativity, Concentration, Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Palace|'''Mind Palace''']]&lt;br /&gt;
|''Telepathy, Conjuring 10''&lt;br /&gt;
|Warding&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Trap|'''Mind Trap''']]&lt;br /&gt;
|''Telepathy,  Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mind Wipe]]'''&lt;br /&gt;
|''Psychovillainy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|120&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Telepathy|'''Minor Telepathy''']]&lt;br /&gt;
|''Telepathy, Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|120 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mirror Images|'''Mirror Images''']]&lt;br /&gt;
|''Metacreativity, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Modify Memory|'''Modify Memory''']]&lt;br /&gt;
|''Psychovillainy, Conjuring 5''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|30&lt;br /&gt;
|60&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Morph Features|'''Morph Features''']]&lt;br /&gt;
|''Psychometabolics, Manifestation, Conjuring 1''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|30 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Paranoia]]'''&lt;br /&gt;
|''Telepathy, Enchanting''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|32&lt;br /&gt;
|80 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Possession]]'''&lt;br /&gt;
|''Psychovillainy,  Meditation, Conjuring 10''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|30&lt;br /&gt;
|80&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Psychonavigation]]'''&lt;br /&gt;
|''Clairsentience, Concentration,Manifestation''&lt;br /&gt;
|Divining&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 4 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sense Danger|'''Sense Danger''']]&lt;br /&gt;
|''Clairsentience , Conjuring 2''&lt;br /&gt;
|Divining&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shadow Veil]]'''&lt;br /&gt;
|''Telepathy, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Shape Reality|'''Shape Reality''']]&lt;br /&gt;
|''Psychokinetics, Meditation, Conjuring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|Indefinite&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shatterblade]]'''&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|12&lt;br /&gt;
|30 ft cone&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shroud]]'''&lt;br /&gt;
|''Telepathy, Conjuring 8''&lt;br /&gt;
|Warding&lt;br /&gt;
|30&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|4 hours&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Slow Time|'''Slow Time''']]&lt;br /&gt;
|''Psychokinetics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Spectral Weapon]]'''&lt;br /&gt;
|''Metacreativity, Concentration, Conjuring 1''&lt;br /&gt;
|Summoning&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|5 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Stop TIme|'''Stop TIme''']]&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Summon Incarnation]]'''&lt;br /&gt;
|''Metacreativity, Concentration, Conjuring 4''&lt;br /&gt;
|Summoning&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Warp Time|'''Warp Time''']]&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Invocations ==&lt;br /&gt;
All the spells in this table have the &amp;quot;Psionic Invocation&amp;quot; tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!PreReq&lt;br /&gt;
!Casting Time&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Adapt]]'''&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Altering&lt;br /&gt;
|&lt;br /&gt;
|10 minutes&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Assembly]]'''&lt;br /&gt;
|''Metacreativity, Meditation''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|&lt;br /&gt;
|10 minutes to 1 hour&lt;br /&gt;
|100 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Astral Projection|'''Astral Projection''']]&lt;br /&gt;
|''Clairsentience, Meditation''&lt;br /&gt;
|Divining&lt;br /&gt;
|Psionic Tier 6&lt;br /&gt;
|1 hour&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bend Reality]]'''&lt;br /&gt;
|''Psychokinetics, Meditation''&lt;br /&gt;
|Altering&lt;br /&gt;
|Psionic Tier 5&lt;br /&gt;
|1 hour&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Special&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dreamspeak]]'''&lt;br /&gt;
|''Telepathy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|&lt;br /&gt;
|30 minutes&lt;br /&gt;
|Special&lt;br /&gt;
|You must be sleeping to cast this Invocation&lt;br /&gt;
|Up to 30 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Duplicate]]'''&lt;br /&gt;
| ''Metacreativity''&lt;br /&gt;
|Summoning&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Essence Torsion]]'''&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|Psionic Tier 4&lt;br /&gt;
|4 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Haunt]]'''&lt;br /&gt;
|''Telepathy, Meditation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|Psionic Tier 3&lt;br /&gt;
|4 hours&lt;br /&gt;
|Special&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Soulsteal]]'''&lt;br /&gt;
|''Psychovillainy''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Psionic Tier 2&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Steel Trap]]'''&lt;br /&gt;
|''Clairsentience''&lt;br /&gt;
|Altering&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|4 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Telepathic Anchor]]'''&lt;br /&gt;
|''Clairsentience''&lt;br /&gt;
|Divining&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Silver_Golem&amp;diff=13238</id>
		<title>Silver Golem</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Silver_Golem&amp;diff=13238"/>
		<updated>2025-06-12T08:15:14Z</updated>

		<summary type="html">&lt;p&gt;Makiaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
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__NOTOC__&lt;br /&gt;
&lt;br /&gt;
True golems are created by powerful casters that assemble a humanoid form out of rocks, plants, clay, or bones. A [[golem]] and its maker share an intense bond, generally as friends or as that of [[student]] and teacher, though there are famous instances of a golem and its creator falling out quite terribly.&lt;br /&gt;
&lt;br /&gt;
Golems can vary quite widely in their abilities based on what material they were made of and what Source of magic brought them to life.&lt;br /&gt;
&lt;br /&gt;
A Golem’s Resist and Vulnerable properties are determined by the Source of Magic that was used in its creation. While certain Sources of Magic have already been assigned to these Golem stat blocks, you can easily customize a Golem stat block by using [[Customized Golem|these properties instead]].&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Silver Golem ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 16''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large, Constructed Humanoid ([[Divine]])''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!5&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!-2&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 15&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Divine 2, [[Primal]] 6, [[Psionic]] 5 '''Immune''' Nonmagical Weapon Attacks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Arcane]] 1, [[Occult]] 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Iron Will, Steel Mind, Vigilant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (STR) Applied Force +5&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Crafted Guardian'''. The Silver Golem always knows the location of its creator so long as they are on the same plane of existence. Additionally, the Silver Golem grants its creator an additional +2 AR while within 5 ft of it.&lt;br /&gt;
'''Unstable Creation'''. If the Silver Golem takes [[damage]] while Bloodied, roll a d20. On a 10 or lower, the Silver Golem becomes enraged. While enraged, the Silver Golem must attack the closest creature to it and gains +2 damage to its weapon attacks. It suffers -3 AR, however. This effect lasts until the Silver Golem is no longer Bloodied or until it is Unconscious or dead.&lt;br /&gt;
&lt;br /&gt;
'''Reflective Body'''. If the Silver Golem is hit by a magic attack that targets no other creatures, the attacker must make a DC 15 DEX check or take half the spell’s damage. If the spell is Divine, the Silver Golem takes no damage.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Silver Golem can take THREE of the following actions, or take the same action three '''times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Silver Golem can move up to its speed.&lt;br /&gt;
'''Punch.''' ''Reach 5 ft Natural Weapon''. +5 vs AR. '''Hit''': 9 (1d8+5) blunt.&lt;br /&gt;
&lt;br /&gt;
'''Silver Sword'''. ''Reach 10 ft Melee Weapon''. +6 vs AR. '''Hit''': 10 (1d8+6) blunt and 4 (1d8) cold.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Silver Golem can MOVE and take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Arcane Nullification'''. The Silver Golem emits a powerful magical pulse that nullifies all magic within 30 ft of it. Any ongoing spell or magical effect immediately ends, and any magic item in their [[possession]] no longer functions until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Silver Golem can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Makiaka</name></author>
	</entry>
</feed>